# PATH::_NAVMESH_REQUESTED_PATH_QUERY_STATUS

- **Hash:** `0x3A0F82F6EE2291C8`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshRequestedPathQueryStatus`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_NAVMESH_REQUESTED_QUERY_STATUS`
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_REQUESTED_PATH_QUERY_STATUS

## Signature

```c
int _NAVMESH_REQUESTED_PATH_QUERY_STATUS(int path);
```

## Parameters

- `path` (`int`)

## Returns

`int`

## Description

Returns eNavMeshQueryStatus
enum eNavMeshQueryStatus
{
	QS_NOT_FOUND,
	QS_COMPLETE,
	QS_PENDING
};

It appears that the pending state of 2 is at least also used when cleaning up a request (_NAVMESH_CLEAR_REQUESTED_PATH) or if a request never completes. Eventually queries are invalidated and return 0.

Old name: _NAVMESH_QUERY_STATUS, _NAVMESH_REQUESTED_QUERY_STATUS

## Usage

### Lua

```lua
local retval = NavmeshRequestedPathQueryStatus(path)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3A0F82F6EE2291C8, path, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = NavmeshRequestedPathQueryStatus(path);

// by hash
const retval = Citizen.invokeNative('0x3A0F82F6EE2291C8', path, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x3A0F82F6EE2291C8, path);
```

- 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.*
