# ENTITY::_DELETE_CARRIABLE

- **Hash:** `0x0D0DB2B6AF19A987`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DeleteCarriable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_DELETE_CARRIABLE

## Signature

```c
void _DELETE_CARRIABLE(Entity* entity);
```

## Parameters

- `entity` (`Entity*`)

## Returns

`void`

## Usage

### Lua

```lua
local entity = DeleteCarriable(entity)

-- always available, by hash
local entity = Citizen.InvokeNative(0x0D0DB2B6AF19A987, Citizen.PointerValueIntInitialized(entity))
```

### JavaScript

```js
const entity = DeleteCarriable(entity);

// by hash
const entity = Citizen.invokeNative('0x0D0DB2B6AF19A987', Citizen.pointerValueIntInitialized(entity));
```

### C#

```csharp
var entity = new OutputArgument();
Function.Call((Hash)0x0D0DB2B6AF19A987, entity);
// entity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- 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.

*Sources: alloc8or RDR3 NativeDB.*
