# ENTITY::_PAUSE_ENTITY_TRACKING

- **Hash:** `0x36EB4D34D4A092C5`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `PauseEntityTracking`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_PAUSE_ENTITY_TRACKING

## Signature

```c
void _PAUSE_ENTITY_TRACKING(Entity entity, BOOL pause);
```

## Parameters

- `entity` (`Entity`)
- `pause` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
PauseEntityTracking(entity, pause)

-- always available, by hash
Citizen.InvokeNative(0x36EB4D34D4A092C5, entity, pause)
```

### JavaScript

```js
PauseEntityTracking(entity, pause);

// by hash
Citizen.invokeNative('0x36EB4D34D4A092C5', entity, pause);
```

### C#

```csharp
Function.Call((Hash)0x36EB4D34D4A092C5, entity, pause);
```

- 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.*
