# ENTITY::GET_CARRIABLE_ENTITY_STATE

- **Hash:** `0x61914209C36EFDDB`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetCarriableEntityState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_CARRIABLE_ENTITY_STATE

## Signature

```c
int GET_CARRIABLE_ENTITY_STATE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Description

enum eCarriableState
{
	CARRIABLE_STATE_NONE,
	CARRIABLE_STATE_TRANSITIONING_TO_HOGTIED,
	CARRIABLE_STATE_CARRIABLE_INTRO,
	CARRIABLE_STATE_CARRIABLE,
	CARRIABLE_STATE_BEING_PICKED_UP_FROM_GROUND,
	CARRIABLE_STATE_CARRIED_BY_HUMAN,
	CARRIABLE_STATE_BEING_PLACED_ON_GROUND,
	CARRIABLE_STATE_CARRIED_BY_MOUNT,
	CARRIABLE_STATE_BEING_PLACED_ON_MOUNT,
	CARRIABLE_STATE_BEING_PICKED_UP_FROM_MOUNT,
	CARRIABLE_STATE_BEING_CUT_FREE,
	CARRIABLE_STATE_BEING_PLACED_ON_GROUND_ESCAPE,
	CARRIABLE_STATE_BEING_PLACED_IN_VEHICLE
};

## Usage

### Lua

```lua
local retval = GetCarriableEntityState(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x61914209C36EFDDB, entity, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x61914209C36EFDDB', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x61914209C36EFDDB, entity);
```

*Sources: alloc8or RDR3 NativeDB.*
