# PLAYER::_SET_SPECIAL_ABILITY_TYPE

- **Hash:** `0x00BA333DA05ADC23`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetSpecialAbilityType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_SPECIAL_ABILITY_TYPE

## Signature

```c
void _SET_SPECIAL_ABILITY_TYPE(Player player, int type);
```

## Parameters

- `player` (`Player`)
- `type` (`int`)

## Returns

`void`

## Description

SPECIAL_ABILITY_NONE = -1,
SPECIAL_ABILITY_CAR_SLOWDOWN,
SPECIAL_ABILITY_RAGE,
SPECIAL_ABILITY_BULLET_TIME,
SPECIAL_ABILITY_SNAPSHOT,
SPECIAL_ABILITY_INSULT,
SPECIAL_ABILITY_DEADEYE,
SPECIAL_ABILITY_REVIVE

## Usage

### Lua

```lua
SetSpecialAbilityType(player, type)

-- always available, by hash
Citizen.InvokeNative(0x00BA333DA05ADC23, player, type)
```

### JavaScript

```js
SetSpecialAbilityType(player, type);

// by hash
Citizen.invokeNative('0x00BA333DA05ADC23', player, type);
```

### C#

```csharp
Function.Call((Hash)0x00BA333DA05ADC23, player, type);
```

- 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.*
