# TASK::_GET_TASK_PED_MOUNT_LEAP_STATE

- **Hash:** `0x9420FB11B8D77948`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetTaskPedMountLeapState`
- **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_PED_MOUNT_LEAP_STATE

## Signature

```c
int _GET_TASK_PED_MOUNT_LEAP_STATE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns a coarse state for the mount-leap task (jumping from your mount onto another mount/wagon/train).
-1 = no task; 0 = in-air/ongoing; 1 = boarded/mounted; 2 = boarded rear train trailer.
Use with _GET_TASK_PED_MOUNT_LEAP_PROGRESS for timing.
Video demo: https://youtu.be/YZuw9lhqDms

*Source: VORPCORE RDR3natives*

Returns a coarse state for the mount-leap task (jumping from your mount onto another mount/wagon/train).
-1 = no task; 0 = in-air/ongoing; 1 = boarded/mounted; 2 = boarded rear train trailer
Use with _GET_TASK_PED_MOUNT_LEAP_PROGRESS for timing

## Usage

### Lua

```lua
local retval = GetTaskPedMountLeapState(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9420FB11B8D77948, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x9420FB11B8D77948', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9420FB11B8D77948, 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, VORPCORE RDR3natives.*
