# ENTITY::_GET_ENTITY_COLLISION_INTENSITY

- **Hash:** `0xDFC2B226D56D85F6`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityCollisionIntensity`
- **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_COLLISION_INTENSITY

## Signature

```c
float _GET_ENTITY_COLLISION_INTENSITY(Entity entity1, Entity entity2);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns a collision impact/intensity value between two entities.

Notes:
- Observed usage treats values above roughly 500.0 as a hard hit that can trigger ragdoll behavior when one entity hits another.
- This is not a simple distance check; the value behaves more like impact force or collision strength.
- Useful for detecting hard hits between vehicles, peds, objects, etc.

*Source: VORPCORE RDR3natives*

Returns a float that appears to represent the collision impact intensity between two entities.

Based on observed usage, this value becomes large when entity1 hits entity2 with enough force. In the example below, if the returned value is greater than 500.0f, the first entity is moving, the second entity is nearly stationary, and the second entity is not already ragdolled, then SET_PED_TO_RAGDOLL is triggered.

## Usage

### Lua

```lua
local retval = GetEntityCollisionIntensity(entity1, entity2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDFC2B226D56D85F6, entity1, entity2, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetEntityCollisionIntensity(entity1, entity2);

// by hash
const retval = Citizen.invokeNative('0xDFC2B226D56D85F6', entity1, entity2, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xDFC2B226D56D85F6, entity1, entity2);
```

- 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.*
