# TASK::DOES_SCENARIO_EXIST_IN_AREA

- **Hash:** `0x5A59271FFADD33C1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `DoesScenarioExistInArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/DOES_SCENARIO_EXIST_IN_AREA

## Signature

```c
BOOL DOES_SCENARIO_EXIST_IN_AREA(float x, float y, float z, float radius, BOOL p4, Any p5, BOOL p6);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p4` (`BOOL`)
- `p5` (`Any`)
- `p6` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesScenarioExistInArea(x, y, z, radius, p4, p5, p6)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5A59271FFADD33C1, x, y, z, radius, p4, p5, p6, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesScenarioExistInArea(x, y, z, radius, p4, p5, p6);

// by hash
const retval = Citizen.invokeNative('0x5A59271FFADD33C1', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p4, p5, p6, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5A59271FFADD33C1, x, y, z, radius, p4, p5, p6);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*
