# MISC::_GET_LOOTING_EVENT_HAS_FIRED

- **Hash:** `0xF9B91C5129EABC08`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetLootingEventHasFired`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_LOOTING_EVENT_HAS_FIRED

## Signature

```c
BOOL _GET_LOOTING_EVENT_HAS_FIRED(Ped ped, const char* eventName);
```

## Parameters

- `ped` (`Ped`)
- `eventName` (`const char*`)

## Returns

`BOOL`

## Description

Event names in the scripts: MGBegin, MGEnd, ReadyForCut

## Usage

### Lua

```lua
local retval = GetLootingEventHasFired(ped, eventName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF9B91C5129EABC08, ped, eventName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetLootingEventHasFired(ped, eventName);

// by hash
const retval = Citizen.invokeNative('0xF9B91C5129EABC08', ped, eventName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF9B91C5129EABC08, ped, eventName);
```

- 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.*
