# PROPSET::_ADD_ADDITIONAL_PROP_SET_FOR_VEHICLE

- **Hash:** `0x75F90E4051CC084C`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `AddAdditionalPropSetForVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_ADD_ADDITIONAL_PROP_SET_FOR_VEHICLE

## Signature

```c
void _ADD_ADDITIONAL_PROP_SET_FOR_VEHICLE(Vehicle vehicle, Hash propset);
```

## Parameters

- `vehicle` (`Vehicle`)
- `propset` (`Hash`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/vehicles/vehicle_modding/vehicle_propsets.lua

## Usage

### Lua

```lua
AddAdditionalPropSetForVehicle(vehicle, propset)

-- always available, by hash
Citizen.InvokeNative(0x75F90E4051CC084C, vehicle, propset)
```

### JavaScript

```js
AddAdditionalPropSetForVehicle(vehicle, propset);

// by hash
Citizen.invokeNative('0x75F90E4051CC084C', vehicle, propset);
```

### C#

```csharp
Function.Call((Hash)0x75F90E4051CC084C, vehicle, propset);
```

- 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` ``.
- 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.*
