# ENTITY::_GET_CARRIABLE_FROM_ENTITY

- **Hash:** `0x31FEF6A20F00B963`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetCarriableFromEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_CARRIABLE_FROM_ENTITY

## Signature

```c
Hash _GET_CARRIABLE_FROM_ENTITY(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`Hash`

## Description

Returns a hash of an entity's name. (Alternative Name: _GET_ENTITY_PROMPT_NAME_HASH)

## Usage

### Lua

```lua
local retval = GetCarriableFromEntity(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x31FEF6A20F00B963, entity, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x31FEF6A20F00B963', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x31FEF6A20F00B963, 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.*
