# ENTITY::_GET_HEADING_OF_ENTITY_BONE

- **Hash:** `0x3AB3A77672F6473F`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetHeadingOfEntityBone`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_HEADING_OF_ENTITY_BONE

## Signature

```c
Vector3 _GET_HEADING_OF_ENTITY_BONE(Entity entity, int boneIndex, int p2, int p3);
```

## Parameters

- `entity` (`Entity`)
- `boneIndex` (`int`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`Vector3`

## Description

Returns the rotation/heading of a specific bone on an entity as a Vector3.
The exact meaning of p2 and p3 is not confirmed.

## Usage

### Lua

```lua
local retval = GetHeadingOfEntityBone(entity, boneIndex, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3AB3A77672F6473F, entity, boneIndex, p2, p3, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetHeadingOfEntityBone(entity, boneIndex, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x3AB3A77672F6473F', entity, boneIndex, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x3AB3A77672F6473F, entity, boneIndex, p2, p3);
```

- 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.*
