# ENTITY::_FIND_ENTITY_LOOTING_PED

- **Hash:** `0xEF2D9ED7CE684F08`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `FindEntityLootingPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_ENTITY_LOOTING_PED`
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_FIND_ENTITY_LOOTING_PED

## Signature

```c
Ped _FIND_ENTITY_LOOTING_PED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Ped`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the ped which is currently looting another ped. Returns null if no one is looting the ped.

*Source: VORPCORE RDR3natives*

Returns the entity that is looting a ped but only while the looting is active

## Usage

### Lua

```lua
local retval = FindEntityLootingPed(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEF2D9ED7CE684F08, entity, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xEF2D9ED7CE684F08', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEF2D9ED7CE684F08, 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, VORPCORE RDR3natives.*
