# ENTITY::_GET_SCRIPT_OVERRIDE_ENTITY_LOOT_TABLE_PERMANENT

- **Hash:** `0x1E804EA9B12030A4`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetScriptOverrideEntityLootTablePermanent`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_SCRIPT_OVERRIDE_ENTITY_LOOT_TABLE_PERMANENT

## Signature

```c
BOOL _GET_SCRIPT_OVERRIDE_ENTITY_LOOT_TABLE_PERMANENT(Entity entity, Hash* lootTable);
```

## Parameters

- `entity` (`Entity`)
- `lootTable` (`Hash*`)

## Returns

`BOOL`

## Description

Returns false if entity is not a ped or object.

## Usage

### Lua

```lua
local retval, lootTable = GetScriptOverrideEntityLootTablePermanent(entity, lootTable)

-- always available, by hash
local retval, lootTable = Citizen.InvokeNative(0x1E804EA9B12030A4, entity, Citizen.PointerValueIntInitialized(lootTable), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, lootTable] = GetScriptOverrideEntityLootTablePermanent(entity, lootTable);

// by hash
const [retval, lootTable] = Citizen.invokeNative('0x1E804EA9B12030A4', entity, Citizen.pointerValueIntInitialized(lootTable), Citizen.returnResultAnyway());
```

### C#

```csharp
var lootTable = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x1E804EA9B12030A4, entity, lootTable);
// lootTable.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- 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.*
