# ENTITY::_SET_ENTITY_FULLY_LOOTED

- **Hash:** `0x6BCF5F3D8FFE988D`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityFullyLooted`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_FULLY_LOOTED

## Signature

```c
void _SET_ENTITY_FULLY_LOOTED(Entity entity, BOOL looted);
```

## Parameters

- `entity` (`Entity`)
- `looted` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityFullyLooted(entity, looted)

-- always available, by hash
Citizen.InvokeNative(0x6BCF5F3D8FFE988D, entity, looted)
```

### JavaScript

```js
SetEntityFullyLooted(entity, looted);

// by hash
Citizen.invokeNative('0x6BCF5F3D8FFE988D', entity, looted);
```

### C#

```csharp
Function.Call((Hash)0x6BCF5F3D8FFE988D, entity, looted);
```

- 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::_IS_ENTITY_FULLY_LOOTED](https://natives.borderlinerp.com/natives/ENTITY/_IS_ENTITY_FULLY_LOOTED.md)

*Sources: alloc8or RDR3 NativeDB.*
