# TASK::_CLEAR_VEHICLE_TASKS_SECONDARY

- **Hash:** `0xEBA2081E0A5F4D17`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ClearVehicleTasksSecondary`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_CLEAR_VEHICLE_TASKS_SECONDARY

## Signature

```c
void _CLEAR_VEHICLE_TASKS_SECONDARY(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Clears the vehicle's secondary/aux AI task slot (behaviors/overlays).
In R* Scripts, this is often called right after _CLEAR_VEHICLE_TASKS to fully stop/flush vehicle behavior.

*Source: VORPCORE RDR3natives*

in the decompiles seems to always be paired with _CLEAR_VEHICLE_TASKS

## Usage

### Lua

```lua
ClearVehicleTasksSecondary(vehicle)

-- always available, by hash
Citizen.InvokeNative(0xEBA2081E0A5F4D17, vehicle)
```

### JavaScript

```js
ClearVehicleTasksSecondary(vehicle);

// by hash
Citizen.invokeNative('0xEBA2081E0A5F4D17', vehicle);
```

### C#

```csharp
Function.Call((Hash)0xEBA2081E0A5F4D17, vehicle);
```

- 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.*
