# ENTITY::HAS_ENTITY_CLEAR_LOS_TO_ENTITY

- **Hash:** `0xFCDFF7B72D23A1AC`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasEntityClearLosToEntity`
- **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_ENTITY

## Signature

```c
BOOL HAS_ENTITY_CLEAR_LOS_TO_ENTITY(Entity entity1, Entity entity2, int traceType);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `traceType` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityClearLosToEntity(entity1, entity2, traceType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFCDFF7B72D23A1AC, entity1, entity2, traceType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityClearLosToEntity(entity1, entity2, traceType);

// by hash
const retval = Citizen.invokeNative('0xFCDFF7B72D23A1AC', entity1, entity2, traceType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFCDFF7B72D23A1AC, entity1, entity2, traceType);
```

*Sources: alloc8or RDR3 NativeDB.*
