# TASK::_GET_TASK_COMBAT_READY_TO_SHOOT

- **Hash:** `0x5EA655F01D93667A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetTaskCombatReadyToShoot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_TASK_COMBAT_READY_TO_SHOOT

## Signature

```c
BOOL _GET_TASK_COMBAT_READY_TO_SHOOT(Ped ped);
```

## Parameters

- `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

### Lua

```lua
local retval = GetTaskCombatReadyToShoot(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5EA655F01D93667A, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetTaskCombatReadyToShoot(ped);

// by hash
const retval = Citizen.invokeNative('0x5EA655F01D93667A', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
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 `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
