# ENTITY::GET_ENTITY_MATRIX

- **Hash:** `0x3A9B1120AF13FBF2`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityMatrix`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_MATRIX

## Signature

```c
void GET_ENTITY_MATRIX(Entity entity, Vector3* rightVector, Vector3* forwardVector, Vector3* upVector, Vector3* position);
```

## Parameters

- `entity` (`Entity`)
- `rightVector` (`Vector3*`)
- `forwardVector` (`Vector3*`)
- `upVector` (`Vector3*`)
- `position` (`Vector3*`)

## Returns

`void`

## Usage

### Lua

```lua
local rightVector, forwardVector, upVector, position = GetEntityMatrix(entity)

-- always available, by hash
local rightVector, forwardVector, upVector, position = Citizen.InvokeNative(0x3A9B1120AF13FBF2, entity, Citizen.PointerValueVector(), Citizen.PointerValueVector(), Citizen.PointerValueVector(), Citizen.PointerValueVector())
```

### JavaScript

```js
const [rightVector, forwardVector, upVector, position] = GetEntityMatrix(entity);

// by hash
const [rightVector, forwardVector, upVector, position] = Citizen.invokeNative('0x3A9B1120AF13FBF2', entity, Citizen.pointerValueVector(), Citizen.pointerValueVector(), Citizen.pointerValueVector(), Citizen.pointerValueVector());
```

### C#

```csharp
var rightVector = new OutputArgument();
var forwardVector = new OutputArgument();
var upVector = new OutputArgument();
var position = new OutputArgument();
Function.Call((Hash)0x3A9B1120AF13FBF2, entity, rightVector, forwardVector, upVector, position);
// rightVector.GetResult<Vector3>()
// forwardVector.GetResult<Vector3>()
// upVector.GetResult<Vector3>()
// position.GetResult<Vector3>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*
