# SCRIPT::GET_EVENT_EXISTS

- **Hash:** `0xC9F59C0A710ECD34`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetEventExists`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/GET_EVENT_EXISTS

## Signature

```c
BOOL GET_EVENT_EXISTS(int eventGroup, Hash eventType);
```

## Parameters

- `eventGroup` (`int`)
- `eventType` (`Hash`)

## Returns

`BOOL`

## Description

eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork), 2 = unk, 3 = unk, 4 = SCRIPT_EVENT_QUEUE_SCRIPT_ERRORS (CEventGroupScriptErrors)

## Usage

### Lua

```lua
local retval = GetEventExists(eventGroup, eventType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC9F59C0A710ECD34, eventGroup, eventType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetEventExists(eventGroup, eventType);

// by hash
const retval = Citizen.invokeNative('0xC9F59C0A710ECD34', eventGroup, eventType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xC9F59C0A710ECD34, eventGroup, eventType);
```

- 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` ``.

## Related enums

- [eEventType](https://natives.borderlinerp.com/enums/eEventType.md) — 492 values

*Sources: alloc8or RDR3 NativeDB.*
