# TASK::_GET_SCENARIO_POINT_ENTITY

- **Hash:** `0x7467165EE97D3C68`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetScenarioPointEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_SCENARIO_POINT_ENTITY

## Signature

```c
Entity _GET_SCENARIO_POINT_ENTITY(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`Entity`

## Description

Note: The current name for this native is the old name of 0x295514F198EFD0CA
Old name for this native: _GET_ENTITY_SCENARIO_POINT_IS_ATTACHED_TO

## Usage

### Lua

```lua
local retval = GetScenarioPointEntity(scenario)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7467165EE97D3C68, scenario, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetScenarioPointEntity(scenario);

// by hash
const retval = Citizen.invokeNative('0x7467165EE97D3C68', scenario, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x7467165EE97D3C68, scenario);
```

- 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.*
