# PED::_GET_ACTIVE_ANIMAL_OWNER

- **Hash:** `0xF103823FFE72BB49`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetActiveAnimalOwner`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_ACTIVE_ANIMAL_OWNER

## Signature

```c
Ped _GET_ACTIVE_ANIMAL_OWNER(Ped animal);
```

## Parameters

- `animal` (`Ped`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetActiveAnimalOwner(animal)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF103823FFE72BB49, animal, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetActiveAnimalOwner(animal);

// by hash
const retval = Citizen.invokeNative('0xF103823FFE72BB49', animal, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF103823FFE72BB49, animal);
```

- 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.

## See also

- [PED::_CLEAR_ACTIVE_ANIMAL_OWNER](https://natives.borderlinerp.com/natives/PED/_CLEAR_ACTIVE_ANIMAL_OWNER.md) — Used in Script Functions PLAYER_HORSE_RELEASE_HORSE_TO_AMBIENT_WORLD (p1 = true), HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = false) Set to false for player horse in scripts and seems it's only true when releasing/changing a player horse?…

*Sources: alloc8or RDR3 NativeDB.*
