# TASK::_IS_SCENARIO_POINT_ACTIVE

- **Hash:** `0x0CC36D4156006509`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `IsScenarioPointActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_IS_SCENARIO_POINT_ACTIVE

## Signature

```c
BOOL _IS_SCENARIO_POINT_ACTIVE(int scenario);
```

## Parameters

- `scenario` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsScenarioPointActive(scenario)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0CC36D4156006509, scenario, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsScenarioPointActive(scenario);

// by hash
const retval = Citizen.invokeNative('0x0CC36D4156006509', scenario, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0CC36D4156006509, 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.

## See also

- [TASK::_SET_SCENARIO_POINT_ACTIVE](https://natives.borderlinerp.com/natives/TASK/_SET_SCENARIO_POINT_ACTIVE.md)

*Sources: alloc8or RDR3 NativeDB.*
