# GRAPHICS::_ADD_ENTITY_TO_ENTITY_MASK_WITH_INTENSITY

- **Hash:** `0x958DEBD9353C0935`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddEntityToEntityMaskWithIntensity`
- **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_WITH_INTENSITY

## Signature

```c
void _ADD_ENTITY_TO_ENTITY_MASK_WITH_INTENSITY(Entity entity, int mask, float intensity);
```

## Parameters

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

## Returns

`void`

## Usage

### Lua

```lua
AddEntityToEntityMaskWithIntensity(entity, mask, intensity)

-- always available, by hash
Citizen.InvokeNative(0x958DEBD9353C0935, entity, mask, intensity)
```

### JavaScript

```js
AddEntityToEntityMaskWithIntensity(entity, mask, intensity);

// by hash
Citizen.invokeNative('0x958DEBD9353C0935', entity, mask, intensity + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x958DEBD9353C0935, entity, mask, intensity);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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.*
