{"hash":"0x5EA655F01D93667A","ns":"TASK","name":"_GET_TASK_COMBAT_READY_TO_SHOOT","slug":"_GET_TASK_COMBAT_READY_TO_SHOOT","official":false,"named":true,"luaName":"GetTaskCombatReadyToShoot","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"ped","type":"Ped"}],"summary":"Returns true if the ped is in a ranged-attack task and is about to fire (ready/primed to shoot or throw).","descriptions":[{"source":"alloc8or","format":"text","body":"Returns true if the ped is in a ranged-attack task and is about to fire (ready/primed to shoot or throw).\nCovers firearms and projectiles (throwables/molotov/poison), not melee.\nUseful to block other actions just before the shot. Note: different from IS_PED_SHOOTING, which triggers only after the shot.\nMay return true even in cases where IS_PED_WEAPON_READY_TO_SHOOT returns false."}],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":2,"url":"https://natives.borderlinerp.com/natives/TASK/_GET_TASK_COMBAT_READY_TO_SHOOT","markdownUrl":"https://natives.borderlinerp.com/natives/TASK/_GET_TASK_COMBAT_READY_TO_SHOOT.md","snippets":{"lua":"local retval = GetTaskCombatReadyToShoot(ped)","luaInvoke":"local retval = Citizen.InvokeNative(0x5EA655F01D93667A, ped, Citizen.ReturnResultAnyway())","js":"const retval = GetTaskCombatReadyToShoot(ped);","jsInvoke":"const retval = Citizen.invokeNative('0x5EA655F01D93667A', ped, Citizen.returnResultAnyway());","csharp":"bool retval = Function.Call<bool>((Hash)0x5EA655F01D93667A, ped);","notes":["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."]}}