# PLAYER::_SET_PLAYER_OWNS_VEHICLE

- **Hash:** `0xD0E02AA618020D17`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerOwnsVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_OWNS_VEHICLE

## Signature

```c
void _SET_PLAYER_OWNS_VEHICLE(Player player, Vehicle vehicle);
```

## Parameters

- `player` (`Player`)
- `vehicle` (`Vehicle`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerOwnsVehicle(player, vehicle)

-- always available, by hash
Citizen.InvokeNative(0xD0E02AA618020D17, player, vehicle)
```

### JavaScript

```js
SetPlayerOwnsVehicle(player, vehicle);

// by hash
Citizen.invokeNative('0xD0E02AA618020D17', player, vehicle);
```

### C#

```csharp
Function.Call((Hash)0xD0E02AA618020D17, player, vehicle);
```

- 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.

*Sources: alloc8or RDR3 NativeDB.*
