# TASK::_HAS_REQUESTED_CARRIABLE_CONFIG_LOADED

- **Hash:** `0xB8F52A3F84A7CC59`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `HasRequestedCarriableConfigLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_HAS_CARRIABLE_CONFIG_HASH_LOADED`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_HAS_REQUESTED_CARRIABLE_CONFIG_LOADED

## Signature

```c
BOOL _HAS_REQUESTED_CARRIABLE_CONFIG_LOADED(Hash carriableConfig);
```

## Parameters

- `carriableConfig` (`Hash`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

carriableConfig: see _REQUEST_CARRIABLE_CONFIG

*Source: VORPCORE RDR3natives*

list of carriable configs  https://gist.github.com/outsider31000/6272561fb992ccff80efbd130e0e9b9f

## Usage

### Lua

```lua
local retval = HasRequestedCarriableConfigLoaded(carriableConfig)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB8F52A3F84A7CC59, carriableConfig, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasRequestedCarriableConfigLoaded(carriableConfig);

// by hash
const retval = Citizen.invokeNative('0xB8F52A3F84A7CC59', carriableConfig, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB8F52A3F84A7CC59, carriableConfig);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
