# TASK::ARE_COMPOSITE_LOOTABLE_ENTITY_DEF_ASSETS_LOADED

- **Hash:** `0x5E5D96BE25E9DF68`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `AreCompositeLootableEntityDefAssetsLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/ARE_COMPOSITE_LOOTABLE_ENTITY_DEF_ASSETS_LOADED

## Signature

```c
BOOL ARE_COMPOSITE_LOOTABLE_ENTITY_DEF_ASSETS_LOADED(Hash asset);
```

## Parameters

- `asset` (`Hash`)

## Returns

`BOOL`

## Description

Returns true when requested asset is loaded

## Usage

### Lua

```lua
local retval = AreCompositeLootableEntityDefAssetsLoaded(asset)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5E5D96BE25E9DF68, asset, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = AreCompositeLootableEntityDefAssetsLoaded(asset);

// by hash
const retval = Citizen.invokeNative('0x5E5D96BE25E9DF68', asset, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5E5D96BE25E9DF68, asset);
```

- 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` ``.

*Sources: alloc8or RDR3 NativeDB.*
