# ENTITY::SET_ENTITY_PROOFS

- **Hash:** `0xFAEE099C6F890BB8`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityProofs`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_PROOFS

## Signature

```c
void SET_ENTITY_PROOFS(Entity entity, int proofsBitset, BOOL specialFlag);
```

## Parameters

- `entity` (`Entity`)
- `proofsBitset` (`int`)
- `specialFlag` (`BOOL`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/AI/ENTITY_PROOFS
BOOL p2: handles an additional special proofs flag, so it simply indicates whether it should be enabled or disabled, not sure what exactly it proofs the entity from though

## Usage

### Lua

```lua
SetEntityProofs(entity, proofsBitset, specialFlag)

-- always available, by hash
Citizen.InvokeNative(0xFAEE099C6F890BB8, entity, proofsBitset, specialFlag)
```

### JavaScript

```js
SetEntityProofs(entity, proofsBitset, specialFlag);

// by hash
Citizen.invokeNative('0xFAEE099C6F890BB8', entity, proofsBitset, specialFlag);
```

### C#

```csharp
Function.Call((Hash)0xFAEE099C6F890BB8, entity, proofsBitset, specialFlag);
```

## See also

- [ENTITY::_GET_ENTITY_PROOFS](https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_PROOFS.md) — Old name: _GET_ENTITY_PROOFS

*Sources: alloc8or RDR3 NativeDB.*
