# PED::_HAS_PED_KNOCKED_ON_DOOR

- **Hash:** `0xFA8C10DCE0706D43`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `HasPedKnockedOnDoor`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_HAS_PED_KNOCKED_ON_DOOR

## Signature

```c
BOOL _HAS_PED_KNOCKED_ON_DOOR(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Checks whether the specified ped has completed a door knocking interaction.
Typically used with _SET_DOOR_KNOCKING_WHEN_LOCKED. Returns true after the knocking interaction/animation has completed, not while it is still playing. Does not detect normal door-handle interaction.

*Source: VORPCORE RDR3natives*

Checks whether the specified ped has performed a door knocking interaction
This is typically used together with SET_DOOR_KNOCKING_WHEN_LOCKED.
If a door is configured to use knocking behavior when locked, and the player interacts
with it, this native returns true AFTER the knocking interaction/animation has completed

## Usage

### Lua

```lua
local retval = HasPedKnockedOnDoor(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFA8C10DCE0706D43, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasPedKnockedOnDoor(ped);

// by hash
const retval = Citizen.invokeNative('0xFA8C10DCE0706D43', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFA8C10DCE0706D43, ped);
```

- 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, VORPCORE RDR3natives.*
