# TASK::_GET_REVIVABLE_HORSE

- **Hash:** `0x351F74ED6177EBE7`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetRevivableHorse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_HORSE_IN_REVIVAL_STATE`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_REVIVABLE_HORSE

## Signature

```c
Entity _GET_REVIVABLE_HORSE();
```

## Returns

`Entity`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the targeted revivable horse (critically injured/writhing) when the revive prompt is active; 0 if none.

*Source: VORPCORE RDR3natives*

Returns the horse entity currently in a revivable state and within the revive prompt range (if any)

## Usage

### Lua

```lua
local retval = GetRevivableHorse()

-- always available, by hash
local retval = Citizen.InvokeNative(0x351F74ED6177EBE7, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetRevivableHorse();

// by hash
const retval = Citizen.invokeNative('0x351F74ED6177EBE7', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x351F74ED6177EBE7);
```

- 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.*
