# PROPSET::_GET_ENTITIES_FROM_PROP_SET

- **Hash:** `0x738271B660FE0695`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `GetEntitiesFromPropSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_GET_ENTITIES_FROM_PROP_SET

## Signature

```c
int _GET_ENTITIES_FROM_PROP_SET(PropSet propSet, ItemSet itemSet, Hash model, BOOL p3, BOOL p4);
```

## Parameters

- `propSet` (`PropSet`)
- `itemSet` (`ItemSet`)
- `model` (`Hash`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetEntitiesFromPropSet(propSet, itemSet, model, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x738271B660FE0695, propSet, itemSet, model, p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetEntitiesFromPropSet(propSet, itemSet, model, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x738271B660FE0695', propSet, itemSet, model, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x738271B660FE0695, propSet, itemSet, model, p3, p4);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
