# PLAYER::_SET_PLAYER_MOOD

- **Hash:** `0x39BED552DB46FFA9`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerMood`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_MOOD

## Signature

```c
void _SET_PLAYER_MOOD(Player player, int mood);
```

## Parameters

- `player` (`Player`)
- `mood` (`int`)

## Returns

`void`

## Description

mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood

## Usage

### Lua

```lua
SetPlayerMood(player, mood)

-- always available, by hash
Citizen.InvokeNative(0x39BED552DB46FFA9, player, mood)
```

### JavaScript

```js
SetPlayerMood(player, mood);

// by hash
Citizen.invokeNative('0x39BED552DB46FFA9', player, mood);
```

### C#

```csharp
Function.Call((Hash)0x39BED552DB46FFA9, player, mood);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [ePedMood](https://natives.borderlinerp.com/enums/ePedMood.md) — 10 values

## See also

- [PLAYER::_GET_PLAYER_MOOD](https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_MOOD.md)

*Sources: alloc8or RDR3 NativeDB.*
