# ENTITY::IS_ENTITY_ATTACHED_TO_ANY_OBJECT

- **Hash:** `0x306C1F6178F01AB3`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityAttachedToAnyObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_ATTACHED_TO_ANY_OBJECT

## Signature

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

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityAttachedToAnyObject(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x306C1F6178F01AB3, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x306C1F6178F01AB3', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x306C1F6178F01AB3, entity);
```

*Sources: alloc8or RDR3 NativeDB.*
