# ENTITY::GET_ENTITY_VELOCITY

- **Hash:** `0x4805D2B1D8CF94A9`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityVelocity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_VELOCITY

## Signature

```c
Vector3 GET_ENTITY_VELOCITY(Entity entity, int p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`int`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = GetEntityVelocity(entity, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4805D2B1D8CF94A9, entity, p1, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetEntityVelocity(entity, p1);

// by hash
const retval = Citizen.invokeNative('0x4805D2B1D8CF94A9', entity, p1, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x4805D2B1D8CF94A9, entity, p1);
```

## See also

- [ENTITY::SET_ENTITY_VELOCITY](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_VELOCITY.md) — Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement.

*Sources: alloc8or RDR3 NativeDB.*
