# VEHICLE::FORCE_PLAYBACK_RECORDED_VEHICLE_UPDATE

- **Hash:** `0x59ECA796021B0539`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `ForcePlaybackRecordedVehicleUpdate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/FORCE_PLAYBACK_RECORDED_VEHICLE_UPDATE

## Signature

```c
void FORCE_PLAYBACK_RECORDED_VEHICLE_UPDATE(Vehicle vehicle, BOOL p1);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Often called after START_PLAYBACK_RECORDED_VEHICLE and SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE; similar in use to FORCE_ENTITY_AI_AND_ANIMATION_UPDATE.

## Usage

### Lua

```lua
ForcePlaybackRecordedVehicleUpdate(vehicle, p1)

-- always available, by hash
Citizen.InvokeNative(0x59ECA796021B0539, vehicle, p1)
```

### JavaScript

```js
ForcePlaybackRecordedVehicleUpdate(vehicle, p1);

// by hash
Citizen.invokeNative('0x59ECA796021B0539', vehicle, p1);
```

### C#

```csharp
Function.Call((Hash)0x59ECA796021B0539, vehicle, p1);
```

*Sources: alloc8or RDR3 NativeDB.*
