# ENTITY::_DOES_THREAD_OWN_THIS_ENTITY

- **Hash:** `0x88AD6CC10D8D35B2`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DoesThreadOwnThisEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_DOES_THREAD_OWN_THIS_ENTITY

## Signature

```c
BOOL _DOES_THREAD_OWN_THIS_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Description

Returns true if calling script owns specified entity

## Usage

### Lua

```lua
local retval = DoesThreadOwnThisEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x88AD6CC10D8D35B2, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesThreadOwnThisEntity(entity);

// by hash
const retval = Citizen.invokeNative('0x88AD6CC10D8D35B2', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x88AD6CC10D8D35B2, entity);
```

- 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.*
