# TASK::_FORCE_ANIMAL_SAMPLED

- **Hash:** `0xF3C3503276F4A034`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ForceAnimalSampled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/TASK/_FORCE_ANIMAL_SAMPLED

## Signature

```c
void _FORCE_ANIMAL_SAMPLED(Entity entity, Any p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Forces the specified animal/ped to have (or not have) its sampled state flag set.Acts as the setter counterpart to:_HAS_PED_ANIMAL_SAMPLED

## Usage

### Lua

```lua
ForceAnimalSampled(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0xF3C3503276F4A034, entity, p1)
```

### JavaScript

```js
ForceAnimalSampled(entity, p1);

// by hash
Citizen.invokeNative('0xF3C3503276F4A034', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0xF3C3503276F4A034, entity, p1);
```

- 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.*
