# PATH::_NAVMESH_REQUESTED_PATH_WAYPOINTS_TERRAIN

- **Hash:** `0xF61CFEDEAB627BFA`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `NavmeshRequestedPathWaypointsTerrain`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_NAVMESH_REQUESTED_PATH_WAYPOINTS_TERRAIN

## Signature

```c
int _NAVMESH_REQUESTED_PATH_WAYPOINTS_TERRAIN(int path);
```

## Parameters

- `path` (`int`)

## Returns

`int`

## Description

Returns a bit flag for seemingly terrain within the waypoints in the path. Checked against bit value 2 to match water in the path, seems to always contain at least 1 though regardless of location/ped.

## Usage

### Lua

```lua
local retval = NavmeshRequestedPathWaypointsTerrain(path)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF61CFEDEAB627BFA, path, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xF61CFEDEAB627BFA', path, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF61CFEDEAB627BFA, 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.*
