# AITRANSPORT::_GET_TRANSPORT_USAGE_FLAGS

- **Hash:** `0xE195C5A82156321D`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `GetTransportUsageFlags`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_GET_TRANSPORT_USAGE_FLAGS

## Signature

```c
Any _GET_TRANSPORT_USAGE_FLAGS(Entity transportEntity, int* flags);
```

## Parameters

- `transportEntity` (`Entity`)
- `flags` (`int*`)

## Returns

`Any`

## Description

See _SET_TRANSPORT_USAGE_FLAGS

## Usage

### Lua

```lua
local retval, flags = GetTransportUsageFlags(transportEntity, flags)

-- always available, by hash
local retval, flags = Citizen.InvokeNative(0xE195C5A82156321D, transportEntity, Citizen.PointerValueIntInitialized(flags), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, flags] = GetTransportUsageFlags(transportEntity, flags);

// by hash
const [retval, flags] = Citizen.invokeNative('0xE195C5A82156321D', transportEntity, Citizen.pointerValueIntInitialized(flags), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var flags = new OutputArgument();
int retval = Function.Call<int>((Hash)0xE195C5A82156321D, transportEntity, flags);
// flags.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- 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.

## See also

- [AITRANSPORT::_SET_TRANSPORT_USAGE_FLAGS](https://natives.borderlinerp.com/natives/AITRANSPORT/_SET_TRANSPORT_USAGE_FLAGS.md)

*Sources: alloc8or RDR3 NativeDB.*
