# AITRANSPORT::_IS_PED_ON_TRANSPORT_ENTITY

- **Hash:** `0x159EF5B6EDCE00E8`
- **Namespace:** AITRANSPORT
- **Runtime name (Lua/JS):** `IsPedOnTransportEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AITRANSPORT/_IS_PED_ON_TRANSPORT_ENTITY

## Signature

```c
BOOL _IS_PED_ON_TRANSPORT_ENTITY(Ped ped, Entity transportEntity);
```

## Parameters

- `ped` (`Ped`)
- `transportEntity` (`Entity`)

## Returns

`BOOL`

## Description

Checks if ped is placed on target transportEntity

## Usage

### Lua

```lua
local retval = IsPedOnTransportEntity(ped, transportEntity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x159EF5B6EDCE00E8, ped, transportEntity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedOnTransportEntity(ped, transportEntity);

// by hash
const retval = Citizen.invokeNative('0x159EF5B6EDCE00E8', ped, transportEntity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x159EF5B6EDCE00E8, ped, transportEntity);
```

- 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.*
