# ENTITY::_GET_OFFSET_FROM_ENTITY_BONE

- **Hash:** `0x5E214112806591EA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetOffsetFromEntityBone`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_OFFSET_FROM_ENTITY_BONE

## Signature

```c
Vector3 _GET_OFFSET_FROM_ENTITY_BONE(Entity entity, int boneIndex);
```

## Parameters

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

## Returns

`Vector3`

## Description

*Source: alloc8or RDR3 NativeDB*

Attaches scenario to bone with an offset
_GET_I* - _GET_M*

*Source: VORPCORE RDR3natives*

Return the offset from the entity for the selected bone index

## Usage

### Lua

```lua
local retval = GetOffsetFromEntityBone(entity, boneIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5E214112806591EA, entity, boneIndex, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetOffsetFromEntityBone(entity, boneIndex);

// by hash
const retval = Citizen.invokeNative('0x5E214112806591EA', entity, boneIndex, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x5E214112806591EA, entity, boneIndex);
```

- 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.*
