# GRAPHICS::_SET_ENTITY_MASK_LAYERS

- **Hash:** `0xE92012611461A42A`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetEntityMaskLayers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_ENTITY_MASK_LAYERS

## Signature

```c
void _SET_ENTITY_MASK_LAYERS(Entity entity, float* layer0, float* layer1, float* layer2, float* layer3);
```

## Parameters

- `entity` (`Entity`)
- `layer0` (`float*`)
- `layer1` (`float*`)
- `layer2` (`float*`)
- `layer3` (`float*`)

## Returns

`void`

## Usage

### Lua

```lua
local layer0, layer1, layer2, layer3 = SetEntityMaskLayers(entity)

-- always available, by hash
local layer0, layer1, layer2, layer3 = Citizen.InvokeNative(0xE92012611461A42A, entity, Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.PointerValueFloat())
```

### JavaScript

```js
const [layer0, layer1, layer2, layer3] = SetEntityMaskLayers(entity);

// by hash
const [layer0, layer1, layer2, layer3] = Citizen.invokeNative('0xE92012611461A42A', entity, Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.pointerValueFloat());
```

### C#

```csharp
var layer0 = new OutputArgument();
var layer1 = new OutputArgument();
var layer2 = new OutputArgument();
var layer3 = new OutputArgument();
Function.Call((Hash)0xE92012611461A42A, entity, layer0, layer1, layer2, layer3);
// layer0.GetResult<float>()
// layer1.GetResult<float>()
// layer2.GetResult<float>()
// layer3.GetResult<float>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- 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

- [GRAPHICS::_GET_ENTITY_MASK_LAYERS](https://natives.borderlinerp.com/natives/GRAPHICS/_GET_ENTITY_MASK_LAYERS.md)

*Sources: alloc8or RDR3 NativeDB.*
