# ENTITY::_0x3EC28DA1FFAC9DDD

- **Hash:** `0x3EC28DA1FFAC9DDD`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `N_0x3ec28da1ffac9ddd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/0x3EC28DA1FFAC9DDD

## Signature

```c
BOOL _0x3EC28DA1FFAC9DDD(Entity entity1, Entity entity2, Any p2, Any p3);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`BOOL`

## Description

Used in Script Function DUELING_DID_PLAYER_DISARM_OPPONENT

## Usage

### Lua

```lua
local retval = N_0x3ec28da1ffac9ddd(entity1, entity2, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3EC28DA1FFAC9DDD, entity1, entity2, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x3ec28da1ffac9ddd(entity1, entity2, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x3EC28DA1FFAC9DDD', entity1, entity2, p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3EC28DA1FFAC9DDD, entity1, entity2, p2, p3);
```

- This native has no known name, so the runtime exposes it only as `N_0x3ec28da1ffac9ddd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
