# ENTITY::IS_ENTITY_ATTACHED

- **Hash:** `0xEE6AD63ABF59C0B7`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityAttached`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_ATTACHED

## Signature

```c
BOOL IS_ENTITY_ATTACHED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityAttached(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEE6AD63ABF59C0B7, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityAttached(entity);

// by hash
const retval = Citizen.invokeNative('0xEE6AD63ABF59C0B7', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xEE6AD63ABF59C0B7, entity);
```

*Sources: alloc8or RDR3 NativeDB.*
