# ENTITY::SET_ENTITY_QUATERNION

- **Hash:** `0x100E7007D13E3687`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityQuaternion`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_QUATERNION

## Signature

```c
void SET_ENTITY_QUATERNION(Entity entity, float x, float y, float z, float w);
```

## Parameters

- `entity` (`Entity`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `w` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityQuaternion(entity, x, y, z, w)

-- always available, by hash
Citizen.InvokeNative(0x100E7007D13E3687, entity, x, y, z, w)
```

### JavaScript

```js
SetEntityQuaternion(entity, x, y, z, w);

// by hash
Citizen.invokeNative('0x100E7007D13E3687', entity, x + 0.0000001, y + 0.0000001, z + 0.0000001, w + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x100E7007D13E3687, entity, x, y, z, w);
```

- 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.

*Sources: alloc8or RDR3 NativeDB.*
