# PLAYER::GET_PLAYER_TARGET_ENTITY

- **Hash:** `0xAE663DDD99C8A670`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerTargetEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/GET_PLAYER_TARGET_ENTITY

## Signature

```c
BOOL GET_PLAYER_TARGET_ENTITY(Player player, Entity* entity);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, entity = GetPlayerTargetEntity(player, entity)

-- always available, by hash
local retval, entity = Citizen.InvokeNative(0xAE663DDD99C8A670, player, Citizen.PointerValueIntInitialized(entity), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, entity] = GetPlayerTargetEntity(player, entity);

// by hash
const [retval, entity] = Citizen.invokeNative('0xAE663DDD99C8A670', player, Citizen.pointerValueIntInitialized(entity), Citizen.returnResultAnyway());
```

### C#

```csharp
var entity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xAE663DDD99C8A670, player, entity);
// entity.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

*Sources: alloc8or RDR3 NativeDB.*
