# ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS

- **Hash:** `0x1899F328B0E12848`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetOffsetFromEntityInWorldCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS

## Signature

```c
Vector3 GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(Entity entity, float offsetX, float offsetY, float offsetZ);
```

## Parameters

- `entity` (`Entity`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)

## Returns

`Vector3`

## Description

Offset values are relative to the entity.

x = left/right
y = forward/backward
z = up/down

## Usage

### Lua

```lua
local retval = GetOffsetFromEntityInWorldCoords(entity, offsetX, offsetY, offsetZ)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1899F328B0E12848, entity, offsetX, offsetY, offsetZ, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetOffsetFromEntityInWorldCoords(entity, offsetX, offsetY, offsetZ);

// by hash
const retval = Citizen.invokeNative('0x1899F328B0E12848', entity, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x1899F328B0E12848, entity, offsetX, offsetY, offsetZ);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*
