# ENTITY::_GET_ENTITY_CARRY_CONFIG

- **Hash:** `0x0FD25587BB306C86`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityCarryConfig`
- **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_CARRY_CONFIG

## Signature

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

## Parameters

- `entity` (`Entity`)

## Returns

`Hash`

## Description

Returns zero if the entity is not a carriable

## Usage

### Lua

```lua
local retval = GetEntityCarryConfig(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0FD25587BB306C86, entity, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x0FD25587BB306C86', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x0FD25587BB306C86, 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.*
