# ENTITY::_SET_ENTITY_DISABLE_FIRE

- **Hash:** `0x56E0735D6273B227`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityDisableFire`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_ENTITY_DISABLE_FLAME`
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_DISABLE_FIRE

## Signature

```c
void _SET_ENTITY_DISABLE_FIRE(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Disables or re-enables the visible fire/flame effect on a burning entity.

Notes:
- Only affects the visible fire effect.
- Does not extinguish the fire itself.
- Does not affect the light emitted by the fire.
- The entity may still technically remain on fire while the flame effect is hidden.
- Often used with OBJECT::_SET_OBJECT_BURN_OPACITY(entity, 0.0f) to further suppress burn visuals.

*Source: VORPCORE RDR3natives*

disables the flames only of fires like campfires

## Usage

### Lua

```lua
SetEntityDisableFire(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0x56E0735D6273B227, entity, toggle)
```

### JavaScript

```js
SetEntityDisableFire(entity, toggle);

// by hash
Citizen.invokeNative('0x56E0735D6273B227', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0x56E0735D6273B227, entity, toggle);
```

- 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, VORPCORE RDR3natives.*
