_GET_TASK_COMBAT_READY_TO_SHOOT
Returns true if the ped is in a ranged-attack task and is about to fire (ready/primed to shoot or throw).
Hash
0x5EA655F01D93667ARuntime name
GetTaskCombatReadyToShootNamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _GET_TASK_COMBAT_READY_TO_SHOOT(Ped ped);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
Returns BOOL
Description
Returns true if the ped is in a ranged-attack task and is about to fire (ready/primed to shoot or throw).
Covers firearms and projectiles (throwables/molotov/poison), not melee.
Useful to block other actions just before the shot. Note: different from IS_PED_SHOOTING, which triggers only after the shot.
May return true even in cases where IS_PED_WEAPON_READY_TO_SHOOT returns false.
Usage
local retval = GetTaskCombatReadyToShoot(ped)
-- always works, by hash
local retval = Citizen.InvokeNative(0x5EA655F01D93667A, ped, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = GetTaskCombatReadyToShoot(ped);
// by hash
const retval = Citizen.invokeNative('0x5EA655F01D93667A', ped, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0x5EA655F01D93667A, ped);- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.