# CFX::IS_PLAYER_EVADING_WANTED_LEVEL

- **Hash:** `0x89A3881A`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `IsPlayerEvadingWantedLevel`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/IS_PLAYER_EVADING_WANTED_LEVEL

## Signature

```c
BOOL IS_PLAYER_EVADING_WANTED_LEVEL(char* playerSrc);
```

## Parameters

- `playerSrc` (`char*`) — The target player

## Returns

`BOOL` — boolean value, depending if the player is evading his wanted level or not.

## Description

*Source: Cfx.re native reference*

```
This will return true if the player is evading wanted level, meaning that the wanted level stars are blink.
Otherwise will return false.

If the player is not wanted, it simply returns false.
```

## Usage

### Lua

```lua
local retval = IsPlayerEvadingWantedLevel(playerSrc)

-- always available, by hash
local retval = Citizen.InvokeNative(0x89a3881a, playerSrc, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerEvadingWantedLevel(playerSrc);

// by hash
const retval = Citizen.invokeNative('0x89a3881a', playerSrc, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x89a3881a, playerSrc);
```

*Sources: Cfx.re native reference.*
