# ENTITY::IS_ENTITY_ATTACHED_TO_ENTITY

- **Hash:** `0x154A3C529497053E`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityAttachedToEntity`
- **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_ENTITY

## Signature

```c
BOOL IS_ENTITY_ATTACHED_TO_ENTITY(Entity from, Entity to);
```

## Parameters

- `from` (`Entity`)
- `to` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityAttachedToEntity(from, to)

-- always available, by hash
local retval = Citizen.InvokeNative(0x154A3C529497053E, from, to, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityAttachedToEntity(from, to);

// by hash
const retval = Citizen.invokeNative('0x154A3C529497053E', from, to, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x154A3C529497053E, from, to);
```

*Sources: alloc8or RDR3 NativeDB.*
