# ENTITY::_CHANGE_ENTITY_HEALTH

- **Hash:** `0x835F131E7DC8F97A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `ChangeEntityHealth`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_CHANGE_ENTITY_HEALTH

## Signature

```c
BOOL _CHANGE_ENTITY_HEALTH(Entity entity, float amount, Entity entity2, Hash weaponHash);
```

## Parameters

- `entity` (`Entity`)
- `amount` (`float`)
- `entity2` (`Entity`)
- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Description

Alters entity's health by 'amount'. Can be negative (to drain health).
In the scripts entity2 and weaponHash are unused (zero).

## Usage

### Lua

```lua
local retval = ChangeEntityHealth(entity, amount, entity2, weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x835F131E7DC8F97A, entity, amount, entity2, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ChangeEntityHealth(entity, amount, entity2, weaponHash);

// by hash
const retval = Citizen.invokeNative('0x835F131E7DC8F97A', entity, amount + 0.0000001, entity2, weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x835F131E7DC8F97A, entity, amount, entity2, weaponHash);
```

- 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.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## See also

- [ENTITY::GET_ENTITY_HEALTH](https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_HEALTH.md)
- [ENTITY::SET_ENTITY_HEALTH](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_HEALTH.md) — Sets the entity's health.

*Sources: alloc8or RDR3 NativeDB.*
