# OBJECT::_GET_OBJECT_FRAGMENT_COUNT

- **Hash:** `0x58DE624FA7FB0E7F`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetObjectFragmentCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_GET_OBJECT_FRAGMENT_COUNT

## Signature

```c
int _GET_OBJECT_FRAGMENT_COUNT(Object object);
```

## Parameters

- `object` (`Object`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the number of breakable fragments/indexed sections defined for the specified object.
Objects without fracture data typically return 0. The returned count corresponds to the valid index range used by _DAMAGE_OBJECT_FRAGMENT_BY_INDEX.

*Source: VORPCORE RDR3natives*

Returns the number of breakable fragments (indexed sections) defined for the specified object.
These fragments can be triggered individually using natives that target object fracture indices. eg: a box of bottles can have multiple fragments that can be broken individually.

## Usage

### Lua

```lua
local retval = GetObjectFragmentCount(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0x58DE624FA7FB0E7F, object, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x58DE624FA7FB0E7F', object, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x58DE624FA7FB0E7F, 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, VORPCORE RDR3natives.*
