# ENTITY::_IS_ENTITY_UNDERWATER

- **Hash:** `0xD4E5C1E93C466127`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityUnderwater`
- **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_UNDERWATER

## Signature

```c
BOOL _IS_ENTITY_UNDERWATER(Entity entity, BOOL p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityUnderwater(entity, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD4E5C1E93C466127, entity, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityUnderwater(entity, p1);

// by hash
const retval = Citizen.invokeNative('0xD4E5C1E93C466127', entity, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xD4E5C1E93C466127, entity, p1);
```

- 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.*
