# ENTITY::HAS_ENTITY_CLEAR_LOS_TO_COORD

- **Hash:** `0x0C9DBF48C6BA6E4C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasEntityClearLosToCoord`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_ENTITY_CLEAR_LOS_TO_COORD

## Signature

```c
BOOL HAS_ENTITY_CLEAR_LOS_TO_COORD(Entity entity, float x, float y, float z, int flags);
```

## Parameters

- `entity` (`Entity`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `flags` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityClearLosToCoord(entity, x, y, z, flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0C9DBF48C6BA6E4C, entity, x, y, z, flags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityClearLosToCoord(entity, x, y, z, flags);

// by hash
const retval = Citizen.invokeNative('0x0C9DBF48C6BA6E4C', entity, x + 0.0000001, y + 0.0000001, z + 0.0000001, flags, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0C9DBF48C6BA6E4C, entity, x, y, z, flags);
```

- 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.*
