# PED::GET_PED_CURRENT_MOVE_BLEND_RATIO

- **Hash:** `0xF60165E1D2C5370B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetPedCurrentMoveBlendRatio`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_PED_CURRENT_MOVE_BLEND_RATIO

## Signature

```c
BOOL GET_PED_CURRENT_MOVE_BLEND_RATIO(Ped ped, float* speedX, float* speedY);
```

## Parameters

- `ped` (`Ped`)
- `speedX` (`float*`)
- `speedY` (`float*`)

## Returns

`BOOL`

## Description

Old name: _GET_PED_CURRENT_MOVEMENT_SPEED

## Usage

### Lua

```lua
local retval, speedX, speedY = GetPedCurrentMoveBlendRatio(ped)

-- always available, by hash
local retval, speedX, speedY = Citizen.InvokeNative(0xF60165E1D2C5370B, ped, Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, speedX, speedY] = GetPedCurrentMoveBlendRatio(ped);

// by hash
const [retval, speedX, speedY] = Citizen.invokeNative('0xF60165E1D2C5370B', ped, Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.returnResultAnyway());
```

### C#

```csharp
var speedX = new OutputArgument();
var speedY = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF60165E1D2C5370B, ped, speedX, speedY);
// speedX.GetResult<float>()
// speedY.GetResult<float>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*
