# ENTITY::_GET_ENTITY_PROOFS

- **Hash:** `0x6CF0DAD7FA1088EA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityProofs`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `GET_ENTITY_PROOFS`
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_PROOFS

## Signature

```c
int _GET_ENTITY_PROOFS(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Note: this native was removed in 1232 but added back in 1311

*Source: VORPCORE RDR3natives*

Note: this native was removed in 1232 but added back in 1311
Old name: _GET_ENTITY_PROOFS

## Usage

### Lua

```lua
local retval = GetEntityProofs(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6CF0DAD7FA1088EA, entity, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6CF0DAD7FA1088EA', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6CF0DAD7FA1088EA, 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.

## See also

- [ENTITY::SET_ENTITY_PROOFS](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_PROOFS.md) — BOOL p2: handles an additional special proofs flag, so it simply indicates whether it should be enabled or disabled, not sure what exactly it proofs the entity from though

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
