# ENTITY::IS_ENTITY_IN_WATER

- **Hash:** `0xDDE5C125AC446723`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityInWater`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_IN_WATER

## Signature

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

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityInWater(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDDE5C125AC446723, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xDDE5C125AC446723', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDDE5C125AC446723, entity);
```

*Sources: alloc8or RDR3 NativeDB.*
