# ENTITY::_DELETE_ENTITY_2

- **Hash:** `0x5E94EA09E7207C16`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DeleteEntity_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_DELETE_ENTITY_2

## Signature

```c
void _DELETE_ENTITY_2(Entity* entity);
```

## Parameters

- `entity` (`Entity*`)

## Returns

`void`

## Description

Must be called from a background script, otherwise it will do nothing.

## Usage

### Lua

```lua
local entity = DeleteEntity_2(entity)

-- always available, by hash
local entity = Citizen.InvokeNative(0x5E94EA09E7207C16, Citizen.PointerValueIntInitialized(entity))
```

### JavaScript

```js
const entity = DeleteEntity_2(entity);

// by hash
const entity = Citizen.invokeNative('0x5E94EA09E7207C16', Citizen.pointerValueIntInitialized(entity));
```

### C#

```csharp
var entity = new OutputArgument();
Function.Call((Hash)0x5E94EA09E7207C16, 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.*
