# PLAYER::_SET_PLAYER_PROMPT_LEAVE_TEXT

- **Hash:** `0x06C3DB00B69D5435`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerPromptLeaveText`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_PROMPT_LEAVE_TEXT

## Signature

```c
void _SET_PLAYER_PROMPT_LEAVE_TEXT(Player player, const char* promptTextKey);
```

## Parameters

- `player` (`Player`)
- `promptTextKey` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the stand prompt for a specific player using a predefined text entry.
Example usage:
PLAYER::_SET_PLAYER_PROMPT_LEAVE_TEXT(PLAYER::PLAYER_ID(), MISC::VAR_STRING(10, "LITERAL_STRING", "Get on your feet"));
The prompt for player to stand uses this text.
Screenshot: https://imgur.com/gallery/rdrnative-kscnRlF

*Source: VORPCORE RDR3natives*

Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names

## Usage

### Lua

```lua
SetPlayerPromptLeaveText(player, promptTextKey)

-- always available, by hash
Citizen.InvokeNative(0x06C3DB00B69D5435, player, promptTextKey)
```

### JavaScript

```js
SetPlayerPromptLeaveText(player, promptTextKey);

// by hash
Citizen.invokeNative('0x06C3DB00B69D5435', player, promptTextKey);
```

### C#

```csharp
Function.Call((Hash)0x06C3DB00B69D5435, player, promptTextKey);
```

- 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, VORPCORE RDR3natives.*
