# ENTITY::_0x383F64263F946E45

- **Hash:** `0x383F64263F946E45`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x383f64263f946e45`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x383F64263F946E45

## Signature

```c
BOOL _0x383F64263F946E45(int* p0, Entity entity, int p2, Ped ped, Any p4, int p5);
```

## Parameters

- `p0` (`int*`)
- `entity` (`Entity`)
- `p2` (`int`)
- `ped` (`Ped`)
- `p4` (`Any`)
- `p5` (`int`)

## Returns

`BOOL`

## Description

Used when checking if ped is in water

## Usage

### Lua

```lua
local retval, p0 = N_0x383f64263f946e45(entity, p2, ped, p4, p5)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0x383F64263F946E45, Citizen.PointerValueInt(), entity, p2, ped, p4, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = N_0x383f64263f946e45(entity, p2, ped, p4, p5);

// by hash
const [retval, p0] = Citizen.invokeNative('0x383F64263F946E45', Citizen.pointerValueInt(), entity, p2, ped, p4, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x383F64263F946E45, p0, entity, p2, ped, p4, p5);
// p0.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- This native has no known name, so the runtime exposes it only as `N_0x383f64263f946e45` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
