# POPULATION::GET_RANDOM_MODEL_FROM_POPULATION_SET

- **Hash:** `0x6B12ED8C77E8567B`
- **Namespace:** POPULATION
- **Runtime name (Lua/JS):** `GetRandomModelFromPopulationSet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/POPULATION/GET_RANDOM_MODEL_FROM_POPULATION_SET

## Signature

```c
Hash GET_RANDOM_MODEL_FROM_POPULATION_SET(Hash popSetHash, int flags, Hash p2, BOOL p3, BOOL p4, float x, float y, float z);
```

## Parameters

- `popSetHash` (`Hash`)
- `flags` (`int`)
- `p2` (`Hash`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetRandomModelFromPopulationSet(popSetHash, flags, p2, p3, p4, x, y, z)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6B12ED8C77E8567B, popSetHash, flags, p2, p3, p4, x, y, z, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRandomModelFromPopulationSet(popSetHash, flags, p2, p3, p4, x, y, z);

// by hash
const retval = Citizen.invokeNative('0x6B12ED8C77E8567B', popSetHash, flags, p2, p3, p4, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6B12ED8C77E8567B, popSetHash, flags, p2, p3, p4, x, y, z);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*
