# ENTITY::_0x37B01666BAE8F7EF

- **Hash:** `0x37B01666BAE8F7EF`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x37b01666bae8f7ef`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x37B01666BAE8F7EF

## Signature

```c
Any _0x37B01666BAE8F7EF(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Any`

## Description

Seems to return true if entity is burned / scorched
_GET_ENTITY_*

## Usage

### Lua

```lua
local retval = N_0x37b01666bae8f7ef(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x37B01666BAE8F7EF, entity, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0x37b01666bae8f7ef(entity);

// by hash
const retval = Citizen.invokeNative('0x37B01666BAE8F7EF', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x37B01666BAE8F7EF, entity);
```

- This native has no known name, so the runtime exposes it only as `N_0x37b01666bae8f7ef` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
