# WEAPON::_GET_IS_PED_TAKING_POISON_GAS_DAMAGE

- **Hash:** `0x0DE0944ECCB3DF5D`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetIsPedTakingPoisonGasDamage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **Other names:** `_IS_PED_TAKING_POISON_GAS_DAMAGE`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_IS_PED_TAKING_POISON_GAS_DAMAGE

## Signature

```c
BOOL _GET_IS_PED_TAKING_POISON_GAS_DAMAGE(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

True if the ped is currently being damaged by poison gas/fog (used by scripts to block actions like crafting). May be false if damage is suppressed/immune even while inside the fog.

*Source: VORPCORE RDR3natives*

Checks whether the given ped is currently taking damage from poisonous gas/fog volumes (e.g., toxic moonshine cloud, scripted poison fog).

## Usage

### Lua

```lua
local retval = GetIsPedTakingPoisonGasDamage(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0DE0944ECCB3DF5D, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetIsPedTakingPoisonGasDamage(ped);

// by hash
const retval = Citizen.invokeNative('0x0DE0944ECCB3DF5D', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0DE0944ECCB3DF5D, ped);
```

- 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, VORPCORE RDR3natives.*
