# PLAYER::_IS_PLAYER_LOCKED_ON_ENTITY_ON_HORSE

- **Hash:** `0x2009F8AB7A5E9D6D`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsPlayerLockedOnEntityOnHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_PLAYER_ON_MOUNT_LOCKON_ENTITY`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_IS_PLAYER_LOCKED_ON_ENTITY_ON_HORSE

## Signature

```c
BOOL _IS_PLAYER_LOCKED_ON_ENTITY_ON_HORSE(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Checks if the player has locked onto an entity while on horseback.
This function checks only the lock-on status and does not trigger any additional behavior.
Images: https://imgur.com/gallery/0x2009f8ab7a5e9d6d-0xWIXcK

*Source: VORPCORE RDR3natives*

This native is used to determine if the player has an active lockon an entity while riding a horse.

## Usage

### Lua

```lua
local retval = IsPlayerLockedOnEntityOnHorse(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2009F8AB7A5E9D6D, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPlayerLockedOnEntityOnHorse(player);

// by hash
const retval = Citizen.invokeNative('0x2009F8AB7A5E9D6D', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2009F8AB7A5E9D6D, player);
```

- 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.*
