# INTERIOR::FORCE_ROOM_FOR_ENTITY

- **Hash:** `0xBC29A9894C976945`
- **Namespace:** INTERIOR
- **Runtime name (Lua/JS):** `ForceRoomForEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INTERIOR/FORCE_ROOM_FOR_ENTITY

## Signature

```c
void FORCE_ROOM_FOR_ENTITY(Entity entity, Interior interior, Hash roomHashKey);
```

## Parameters

- `entity` (`Entity`)
- `interior` (`Interior`)
- `roomHashKey` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
ForceRoomForEntity(entity, interior, roomHashKey)

-- always available, by hash
Citizen.InvokeNative(0xBC29A9894C976945, entity, interior, roomHashKey)
```

### JavaScript

```js
ForceRoomForEntity(entity, interior, roomHashKey);

// by hash
Citizen.invokeNative('0xBC29A9894C976945', entity, interior, roomHashKey);
```

### C#

```csharp
Function.Call((Hash)0xBC29A9894C976945, entity, interior, roomHashKey);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## See also

- [INTERIOR::CLEAR_ROOM_FOR_ENTITY](https://natives.borderlinerp.com/natives/INTERIOR/CLEAR_ROOM_FOR_ENTITY.md)

*Sources: alloc8or RDR3 NativeDB.*
