# CFX::GET_PLAYER_TIME_IN_PURSUIT

- **Hash:** `0x7ADE63E1`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `GetPlayerTimeInPursuit`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_TIME_IN_PURSUIT

## Signature

```c
int GET_PLAYER_TIME_IN_PURSUIT(char* playerSrc, BOOL lastPursuit);
```

## Parameters

- `playerSrc` (`char*`) — The target player
- `lastPursuit` (`BOOL`) — False = CurrentPursuit, True = LastPursuit

## Returns

`int` — Returns -1, if the player is not wanted or wasn't in pursuit before, depending on the lastPursuit parameter
Returns 0, if lastPursuit == False and the player has a wanted level, but the pursuit has not started yet
Otherwise, will return the milliseconds of the pursuit.

## Description

*Source: Cfx.re native reference*

```
Gets the amount of time player has spent evading the cops.
Counter starts and increments only when cops are chasing the player.
If the player is evading, the timer will pause.
```

## Usage

### Lua

```lua
local retval = GetPlayerTimeInPursuit(playerSrc, lastPursuit)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7ade63e1, playerSrc, lastPursuit, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPlayerTimeInPursuit(playerSrc, lastPursuit);

// by hash
const retval = Citizen.invokeNative('0x7ade63e1', playerSrc, lastPursuit, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7ade63e1, playerSrc, lastPursuit);
```

*Sources: Cfx.re native reference.*
