# GRAPHICS::_SET_LIGHTS_TYPE_FOR_ENTITY

- **Hash:** `0xAB72C67163DC4DB4`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetLightsTypeForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_LIGHTS_TYPE_FOR_ENTITY

## Signature

```c
void _SET_LIGHTS_TYPE_FOR_ENTITY(Entity entity, int type);
```

## Parameters

- `entity` (`Entity`)
- `type` (`int`)

## Returns

`void`

## Description

type must be less than or equal to 20

## Usage

### Lua

```lua
SetLightsTypeForEntity(entity, type)

-- always available, by hash
Citizen.InvokeNative(0xAB72C67163DC4DB4, entity, type)
```

### JavaScript

```js
SetLightsTypeForEntity(entity, type);

// by hash
Citizen.invokeNative('0xAB72C67163DC4DB4', entity, type);
```

### C#

```csharp
Function.Call((Hash)0xAB72C67163DC4DB4, entity, type);
```

- 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.*
