# SCRIPT::GET_THREAD_EXISTENCE_DETAILS

- **Hash:** `0xD92FA81B64920E85`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetThreadExistenceDetails`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/GET_THREAD_EXISTENCE_DETAILS

## Signature

```c
void GET_THREAD_EXISTENCE_DETAILS(int threadId, BOOL* threadExists, BOOL* hasScriptHandler);
```

## Parameters

- `threadId` (`int`)
- `threadExists` (`BOOL*`)
- `hasScriptHandler` (`BOOL*`)

## Returns

`void`

## Usage

### Lua

```lua
local threadExists, hasScriptHandler = GetThreadExistenceDetails(threadId)

-- always available, by hash
local threadExists, hasScriptHandler = Citizen.InvokeNative(0xD92FA81B64920E85, threadId, Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.PointerValueInt() --[[ BOOL* ]])
```

### JavaScript

```js
const [threadExists, hasScriptHandler] = GetThreadExistenceDetails(threadId);

// by hash
const [threadExists, hasScriptHandler] = Citizen.invokeNative('0xD92FA81B64920E85', threadId, Citizen.pointerValueInt() /* BOOL* */, Citizen.pointerValueInt() /* BOOL* */);
```

### C#

```csharp
var threadExists = new OutputArgument();
var hasScriptHandler = new OutputArgument();
Function.Call((Hash)0xD92FA81B64920E85, threadId, threadExists, hasScriptHandler);
// threadExists.GetResult<bool>()
// hasScriptHandler.GetResult<bool>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*
