# VEHICLE::_RECOVER_DRAFT_VEHICLE_FALLING_LOG

- **Hash:** `0x42404D57D621601A`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `RecoverDraftVehicleFallingLog`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_RECOVER_DRAFT_VEHICLE_FALLING_LOG

## Signature

```c
Entity _RECOVER_DRAFT_VEHICLE_FALLING_LOG(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`Entity`

## Description

Returns the log prop entity that is currently detaching/falling from a draft (log) wagon. Returns 0 if no log is in the falling phase.
R* scripts call this repeatedly to fetch each fallen piece, then apply forces to it.
Video demo: https://imgur.com/a/5JEeOij

## Usage

### Lua

```lua
local retval = RecoverDraftVehicleFallingLog(vehicle)

-- always available, by hash
local retval = Citizen.InvokeNative(0x42404D57D621601A, vehicle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RecoverDraftVehicleFallingLog(vehicle);

// by hash
const retval = Citizen.invokeNative('0x42404D57D621601A', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x42404D57D621601A, vehicle);
```

- 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.*
