# PED::HAS_MOTION_TYPE_ASSET_LOADED

- **Hash:** `0x854BC9B1A1CCD034`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `HasMotionTypeAssetLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/HAS_MOTION_TYPE_ASSET_LOADED

## Signature

```c
BOOL HAS_MOTION_TYPE_ASSET_LOADED(Hash nameHash, Ped ped);
```

## Parameters

- `nameHash` (`Hash`)
- `ped` (`Ped`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasMotionTypeAssetLoaded(nameHash, ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x854BC9B1A1CCD034, nameHash, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasMotionTypeAssetLoaded(nameHash, ped);

// by hash
const retval = Citizen.invokeNative('0x854BC9B1A1CCD034', nameHash, ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x854BC9B1A1CCD034, nameHash, ped);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*
