# ENTITY::IS_ENTITY_TOUCHING_MODEL

- **Hash:** `0x2AE3EBC8DEB9768B`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityTouchingModel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_TOUCHING_MODEL

## Signature

```c
BOOL IS_ENTITY_TOUCHING_MODEL(Entity entity, Hash modelHash);
```

## Parameters

- `entity` (`Entity`)
- `modelHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityTouchingModel(entity, modelHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2AE3EBC8DEB9768B, entity, modelHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityTouchingModel(entity, modelHash);

// by hash
const retval = Citizen.invokeNative('0x2AE3EBC8DEB9768B', entity, modelHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2AE3EBC8DEB9768B, entity, modelHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*
