# OBJECT::_GET_OBJECT_LIGHT_INTENSITY

- **Hash:** `0x3397CD4E0353DFBA`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetObjectLightIntensity`
- **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_LIGHT_INTENSITY

## Signature

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

## Parameters

- `object` (`Object`)

## Returns

`float`

## Description

Returns float value to be used with _SET_LIGHT_INTENSITY_FOR_OBJECT

## Usage

### Lua

```lua
local retval = GetObjectLightIntensity(object)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3397CD4E0353DFBA, object, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x3397CD4E0353DFBA', object, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x3397CD4E0353DFBA, 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.*
