# ENTITY::_0x371D179701D9C082

- **Hash:** `0x371D179701D9C082`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x371d179701d9c082`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1436
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x371D179701D9C082

## Signature

```c
void _0x371D179701D9C082(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Description

Called if entity is in water and submerged level is larger than 1f. If CARRYING_FLAG_FORCE_ALLOW_WARP_TO_SAFE_GROUND_LOCATION is true, it gets disabled as well.

## Usage

### Lua

```lua
N_0x371d179701d9c082(entity)

-- always available, by hash
Citizen.InvokeNative(0x371D179701D9C082, entity)
```

### JavaScript

```js
N_0x371d179701d9c082(entity);

// by hash
Citizen.invokeNative('0x371D179701D9C082', entity);
```

### C#

```csharp
Function.Call((Hash)0x371D179701D9C082, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0x371d179701d9c082` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
