# IK::_INVERSE_KINEMATICS_IS_ACTIVE

- **Hash:** `0x6098139150DCC745`
- **Namespace:** IK
- **Runtime name (Lua/JS):** `InverseKinematicsIsActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/IK/_INVERSE_KINEMATICS_IS_ACTIVE

## Signature

```c
BOOL _INVERSE_KINEMATICS_IS_ACTIVE(Ped ped, int ikIndex);
```

## Parameters

- `ped` (`Ped`)
- `ikIndex` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns whether a specific IK index is currently active on the ped.

Notes:
- ikIndex is the IK index to query.
- Example research usage: index 6 is used for head/look-at IK and returns true while that IK is active.

*Source: VORPCORE RDR3natives*

Get the ped ik activity state.

## Usage

### Lua

```lua
local retval = InverseKinematicsIsActive(ped, ikIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6098139150DCC745, ped, ikIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InverseKinematicsIsActive(ped, ikIndex);

// by hash
const retval = Citizen.invokeNative('0x6098139150DCC745', ped, ikIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6098139150DCC745, ped, ikIndex);
```

- 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, VORPCORE RDR3natives.*
