# PLAYER::GET_PLAYER_INTERACTION_TARGET_ENTITY

- **Hash:** `0x3EE1F7A8C32F24E1`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerInteractionTargetEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_INTERACTION_TARGET_ENTITY

## Signature

```c
BOOL GET_PLAYER_INTERACTION_TARGET_ENTITY(Player player, Entity* outEntity, BOOL p2, BOOL p3);
```

## Parameters

- `player` (`Player`)
- `outEntity` (`Entity*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outEntity = GetPlayerInteractionTargetEntity(player, p2, p3)

-- always available, by hash
local retval, outEntity = Citizen.InvokeNative(0x3EE1F7A8C32F24E1, player, Citizen.PointerValueInt(), p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outEntity] = GetPlayerInteractionTargetEntity(player, p2, p3);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0x3EE1F7A8C32F24E1', player, Citizen.pointerValueInt(), p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
var outEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3EE1F7A8C32F24E1, player, outEntity, p2, p3);
// outEntity.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*
