# ENTITY::SET_ENTITY_HEADING

- **Hash:** `0xCF2B9C0645C4651B`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityHeading`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_HEADING

## Signature

```c
void SET_ENTITY_HEADING(Entity entity, float heading);
```

## Parameters

- `entity` (`Entity`)
- `heading` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityHeading(entity, heading)

-- always available, by hash
Citizen.InvokeNative(0xCF2B9C0645C4651B, entity, heading)
```

### JavaScript

```js
SetEntityHeading(entity, heading);

// by hash
Citizen.invokeNative('0xCF2B9C0645C4651B', entity, heading + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xCF2B9C0645C4651B, entity, heading);
```

- 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::GET_ENTITY_HEADING](https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_HEADING.md) — Returns the heading of the entity in degrees.

*Sources: alloc8or RDR3 NativeDB.*
