# ENTITY::_SET_ENTITY_LIGHTS_ENABLED

- **Hash:** `0xEBDC12861D079ABA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityLightsEnabled`
- **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_LIGHTS_ENABLED

## Signature

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

## Parameters

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

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Forces entity lights to stay enabled regardless of environmental conditions such as day/night cycle.
Despite the known dump name, this acts as an always-enabled override rather than a simple light toggle. Pass false to return lights to default behavior. Related to _SET_ENTITY_LIGHTS_OFF.

*Source: VORPCORE RDR3natives*

Forces entity lights to stay enabled regardless of environmental conditions (day/night cycle)
This native overrides the default behavior where lights typically only activate at night
true  = lights are always enabled (day and night)
false = original behavior is restored

## Usage

### Lua

```lua
SetEntityLightsEnabled(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xEBDC12861D079ABA, entity, toggle)
```

### JavaScript

```js
SetEntityLightsEnabled(entity, toggle);

// by hash
Citizen.invokeNative('0xEBDC12861D079ABA', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0xEBDC12861D079ABA, 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.*
