# PERSISTENCE::_PERSISTENCE_IS_SCENARIO_MARKED_AS_LOOTED

- **Hash:** `0xFB7CF1DE938A3E22`
- **Namespace:** PERSISTENCE
- **Runtime name (Lua/JS):** `PersistenceIsScenarioMarkedAsLooted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSISTENCE/_PERSISTENCE_IS_SCENARIO_MARKED_AS_LOOTED

## Signature

```c
BOOL _PERSISTENCE_IS_SCENARIO_MARKED_AS_LOOTED(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = PersistenceIsScenarioMarkedAsLooted(scenario)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFB7CF1DE938A3E22, scenario, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PersistenceIsScenarioMarkedAsLooted(scenario);

// by hash
const retval = Citizen.invokeNative('0xFB7CF1DE938A3E22', scenario, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFB7CF1DE938A3E22, scenario);
```

- 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.*
