# PROPSET::_ADD_LIGHT_PROP_SET_TO_VEHICLE

- **Hash:** `0xC0F0417A90402742`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `AddLightPropSetToVehicle`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_ADD_LIGHT_PROP_SET_TO_VEHICLE

## Signature

```c
void _ADD_LIGHT_PROP_SET_TO_VEHICLE(Vehicle vehicle, Hash lightPropset);
```

## Parameters

- `vehicle` (`Vehicle`)
- `lightPropset` (`Hash`)

## Returns

`void`

## Description

To remove propsets either parse a zero as hash or call 0xE31C0CB1C3186D40
0xA6A9712955F53D9C returns lightPropset Hashes
https://github.com/femga/rdr3_discoveries/blob/master/vehicles/vehicle_modding/vehicle_lantern_propsets.lua

## Usage

### Lua

```lua
AddLightPropSetToVehicle(vehicle, lightPropset)

-- always available, by hash
Citizen.InvokeNative(0xC0F0417A90402742, vehicle, lightPropset)
```

### JavaScript

```js
AddLightPropSetToVehicle(vehicle, lightPropset);

// by hash
Citizen.invokeNative('0xC0F0417A90402742', vehicle, lightPropset);
```

### C#

```csharp
Function.Call((Hash)0xC0F0417A90402742, vehicle, lightPropset);
```

- 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.*
