# ENTITY::_GET_ENTITY_CARRYING_FLAG

- **Hash:** `0x808077647856DE62`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityCarryingFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_CARRYING_FLAG

## Signature

```c
BOOL _GET_ENTITY_CARRYING_FLAG(Entity entity, int flagId);
```

## Parameters

- `entity` (`Entity`)
- `flagId` (`int`)

## Returns

`BOOL`

## Description

flagId: see _SET_ENTITY_CARRYING_FLAG

## Usage

### Lua

```lua
local retval = GetEntityCarryingFlag(entity, flagId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x808077647856DE62, entity, flagId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetEntityCarryingFlag(entity, flagId);

// by hash
const retval = Citizen.invokeNative('0x808077647856DE62', entity, flagId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x808077647856DE62, entity, flagId);
```

- 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.

## Related enums

- [CCarryingFlags__Flags](https://natives.borderlinerp.com/enums/CCarryingFlags__Flags.md) — 40 values

## See also

- [ENTITY::_SET_ENTITY_CARRYING_FLAG](https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_CARRYING_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*
