# ENTITY::_SET_ENTITY_CARCASS_TYPE

- **Hash:** `0x399657ED871B3A6C`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCarcassType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_CARCASS_TYPE

## Signature

```c
void _SET_ENTITY_CARCASS_TYPE(Entity entity, Hash type);
```

## Parameters

- `entity` (`Entity`)
- `type` (`Hash`)

## Returns

`void`

## Description

Changes type and quality of skins
type hashes: https://pastebin.com/C1WvQjCy

## Usage

### Lua

```lua
SetEntityCarcassType(entity, type)

-- always available, by hash
Citizen.InvokeNative(0x399657ED871B3A6C, entity, type)
```

### JavaScript

```js
SetEntityCarcassType(entity, type);

// by hash
Citizen.invokeNative('0x399657ED871B3A6C', entity, type);
```

### C#

```csharp
Function.Call((Hash)0x399657ED871B3A6C, entity, type);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
