# PLAYER::_GET_PLAYER_INTERACTION_AIM_ENTITY

- **Hash:** `0xBEA3A6E5F5F79A6F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerInteractionAimEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_PLAYER_INTERACTION_AIM_ENTITY

## Signature

```c
BOOL _GET_PLAYER_INTERACTION_AIM_ENTITY(Player player, Entity* outEntity);
```

## Parameters

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

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Get the entity the player is aiming at with/without weapon.

*Source: VORPCORE RDR3natives*

_GET_PLAYER_I*

## Usage

### Lua

```lua
local retval, outEntity = GetPlayerInteractionAimEntity(player, outEntity)

-- always available, by hash
local retval, outEntity = Citizen.InvokeNative(0xBEA3A6E5F5F79A6F, player, Citizen.PointerValueIntInitialized(outEntity), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outEntity] = GetPlayerInteractionAimEntity(player, outEntity);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0xBEA3A6E5F5F79A6F', player, Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway());
```

### C#

```csharp
var outEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xBEA3A6E5F5F79A6F, player, outEntity);
// outEntity.GetResult<int>()
```

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