# ENTITY::REMOVE_MODEL_SWAP

- **Hash:** `0x824E1C26A14CB817`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `RemoveModelSwap`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/REMOVE_MODEL_SWAP

## Signature

```c
void REMOVE_MODEL_SWAP(float x, float y, float z, float radius, Hash originalModel, Hash newModel, BOOL p6);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `originalModel` (`Hash`)
- `newModel` (`Hash`)
- `p6` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveModelSwap(x, y, z, radius, originalModel, newModel, p6)

-- always available, by hash
Citizen.InvokeNative(0x824E1C26A14CB817, x, y, z, radius, originalModel, newModel, p6)
```

### JavaScript

```js
RemoveModelSwap(x, y, z, radius, originalModel, newModel, p6);

// by hash
Citizen.invokeNative('0x824E1C26A14CB817', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, originalModel, newModel, p6);
```

### C#

```csharp
Function.Call((Hash)0x824E1C26A14CB817, x, y, z, radius, originalModel, newModel, p6);
```

- 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` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [ENTITY::CREATE_MODEL_SWAP](https://natives.borderlinerp.com/natives/ENTITY/CREATE_MODEL_SWAP.md) — Only works with objects!

*Sources: alloc8or RDR3 NativeDB.*
