# BRAIN::_GET_SCRIPT_BRAIN_ENTITY

- **Hash:** `0x6818D1A194E29983`
- **Namespace:** BRAIN
- **Runtime name (Lua/JS):** `GetScriptBrainEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BRAIN/_GET_SCRIPT_BRAIN_ENTITY

## Signature

```c
Entity _GET_SCRIPT_BRAIN_ENTITY();
```

## Returns

`Entity`

## Usage

### Lua

```lua
local retval = GetScriptBrainEntity()

-- always available, by hash
local retval = Citizen.InvokeNative(0x6818D1A194E29983, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetScriptBrainEntity();

// by hash
const retval = Citizen.invokeNative('0x6818D1A194E29983', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6818D1A194E29983);
```

- 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

- [BRAIN::_REMOVE_SCRIPT_BRAIN_ENTITY](https://natives.borderlinerp.com/natives/BRAIN/_REMOVE_SCRIPT_BRAIN_ENTITY.md)

*Sources: alloc8or RDR3 NativeDB.*
