# GRAPHICS::_ADD_ENTITY_TO_ENTITY_MASK

- **Hash:** `0xC6F81FCD15350323`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddEntityToEntityMask`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ADD_ENTITY_TO_ENTITY_MASK

## Signature

```c
void _ADD_ENTITY_TO_ENTITY_MASK(Entity entity, int mask);
```

## Parameters

- `entity` (`Entity`)
- `mask` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
AddEntityToEntityMask(entity, mask)

-- always available, by hash
Citizen.InvokeNative(0xC6F81FCD15350323, entity, mask)
```

### JavaScript

```js
AddEntityToEntityMask(entity, mask);

// by hash
Citizen.invokeNative('0xC6F81FCD15350323', entity, mask);
```

### C#

```csharp
Function.Call((Hash)0xC6F81FCD15350323, entity, mask);
```

- 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.*
