# EVENT::_IS_EVENT_TRACKER_ACTIVE

- **Hash:** `0x797B3D4D92E56094`
- **Namespace:** EVENT
- **Runtime name (Lua/JS):** `IsEventTrackerActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/EVENT/_IS_EVENT_TRACKER_ACTIVE

## Signature

```c
BOOL _IS_EVENT_TRACKER_ACTIVE(const char* eventName, Hash shockingEvent);
```

## Parameters

- `eventName` (`const char*`)
- `shockingEvent` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEventTrackerActive(eventName, shockingEvent)

-- always available, by hash
local retval = Citizen.InvokeNative(0x797B3D4D92E56094, eventName, shockingEvent, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEventTrackerActive(eventName, shockingEvent);

// by hash
const retval = Citizen.invokeNative('0x797B3D4D92E56094', eventName, shockingEvent, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x797B3D4D92E56094, eventName, shockingEvent);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*
