# VEHICLE::_GET_CHECKPOINT_TRAIN_SPAWN_LOCATION

- **Hash:** `0x35D302397E524939`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `GetCheckpointTrainSpawnLocation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_GET_CHECKPOINT_TRAIN_SPAWN_LOCATION

## Signature

```c
Vector3 _GET_CHECKPOINT_TRAIN_SPAWN_LOCATION(int trackIndex, float x, float y, float z, float distance, BOOL direction);
```

## Parameters

- `trackIndex` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `distance` (`float`)
- `direction` (`BOOL`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetCheckpointTrainSpawnLocation(trackIndex, x, y, z, distance, direction)

-- always available, by hash
local retval = Citizen.InvokeNative(0x35D302397E524939, trackIndex, x, y, z, distance, direction, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetCheckpointTrainSpawnLocation(trackIndex, x, y, z, distance, direction);

// by hash
const retval = Citizen.invokeNative('0x35D302397E524939', trackIndex, x + 0.0000001, y + 0.0000001, z + 0.0000001, distance + 0.0000001, direction, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x35D302397E524939, trackIndex, x, y, z, distance, direction);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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.*
