# ENTITY::_IS_ENTITY_FULLY_LOOTED

- **Hash:** `0x8DE41E9902E85756`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityFullyLooted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_IS_ENTITY_FULLY_LOOTED

## Signature

```c
BOOL _IS_ENTITY_FULLY_LOOTED(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityFullyLooted(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x8DE41E9902E85756, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x8DE41E9902E85756', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x8DE41E9902E85756, 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_FULLY_LOOTED](https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_FULLY_LOOTED.md)

*Sources: alloc8or RDR3 NativeDB.*
