# OBJECT::_GET_LIGHT_INTENSITY_FROM_OBJECT

- **Hash:** `0xFA3B61EC249B4674`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetLightIntensityFromObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_GET_LIGHT_INTENSITY_FROM_OBJECT

## Signature

```c
float _GET_LIGHT_INTENSITY_FROM_OBJECT(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetLightIntensityFromObject(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFA3B61EC249B4674, object, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetLightIntensityFromObject(object);

// by hash
const retval = Citizen.invokeNative('0xFA3B61EC249B4674', object, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xFA3B61EC249B4674, object);
```

- 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.*
