# PHYSICS::BREAK_ENTITY_GLASS

- **Hash:** `0x2E648D16F6E308F3`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `BreakEntityGlass`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/BREAK_ENTITY_GLASS

## Signature

```c
void BREAK_ENTITY_GLASS(Entity entity, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, Any p9, BOOL p10);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`float`)
- `p9` (`Any`)
- `p10` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
BreakEntityGlass(entity, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0x2E648D16F6E308F3, entity, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
BreakEntityGlass(entity, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0x2E648D16F6E308F3', entity, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7 + 0.0000001, p8 + 0.0000001, p9, p10);
```

### C#

```csharp
Function.Call((Hash)0x2E648D16F6E308F3, entity, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*
