RedM Natives

_IS_SCENARIO_IN_USE

Checks whether a specified scenario is currently being used (actively played) by any entity (player or ped).

Hash0x1ACBC313966C21F3
Runtime nameIsScenarioInUse
NamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1436

Signature

BOOL _IS_SCENARIO_IN_USE(int scenario);

Parameters

NameTypeDescription
scenarioint—

Returns BOOL

Description

Checks whether a specified scenario is currently being used (actively played) by any entity (player or ped).
Returns true if the scenario is already occupied, otherwise false.

Usage

Lua
local retval = IsScenarioInUse(scenario)

-- always works, by hash
local retval = Citizen.InvokeNative(0x1ACBC313966C21F3, scenario, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = IsScenarioInUse(scenario);

// by hash
const retval = Citizen.invokeNative('0x1ACBC313966C21F3', scenario, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x1ACBC313966C21F3, scenario);
  • 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

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