# FIRE::_IS_ENTITY_BEING_DAMAGED_BY_FIRE

- **Hash:** `0xA4454592DCF7C992`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `IsEntityBeingDamagedByFire`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_ENTITY_DAMAGED_BY_FIRE`
- **URL:** https://natives.borderlinerp.com/natives/FIRE/_IS_ENTITY_BEING_DAMAGED_BY_FIRE

## Signature

```c
BOOL _IS_ENTITY_BEING_DAMAGED_BY_FIRE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true if entity is being damaged by fire, once damage caused to entity by fire (like burned appearance) has cleared over time, the native returns false.

*Source: VORPCORE RDR3natives*

this natives only returns true if entity is damaged by fire , once damaged caused to entity by fire (like burned appearance) has cleared (they clear over time) then returns false

## Usage

### Lua

```lua
local retval = IsEntityBeingDamagedByFire(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA4454592DCF7C992, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityBeingDamagedByFire(entity);

// by hash
const retval = Citizen.invokeNative('0xA4454592DCF7C992', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA4454592DCF7C992, entity);
```

- 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.*
