# MISC::_GET_NUMBER_OF_BULLETS_IMPACTED_ENTITY

- **Hash:** `0x970339EFA4FDE518`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetNumberOfBulletsImpactedEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_NUMBER_OF_BULLETS_IMPACTED_ENTITY

## Signature

```c
int _GET_NUMBER_OF_BULLETS_IMPACTED_ENTITY(Entity entity, BOOL p1, BOOL p2);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the number of bullets that just impacted the entity.
Research notes this does not appear to work for arrows or throwable projectiles.

*Source: VORPCORE RDR3natives*

returns the number of bullets that hit the entity

## Usage

### Lua

```lua
local retval = GetNumberOfBulletsImpactedEntity(entity, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x970339EFA4FDE518, entity, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetNumberOfBulletsImpactedEntity(entity, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x970339EFA4FDE518', entity, p1, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x970339EFA4FDE518, entity, p1, p2);
```

- 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, VORPCORE RDR3natives.*
