# TASK::_RESET_SCENARIO_FOR_ENTITY

- **Hash:** `0x2E20878FD208A68E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `ResetScenarioForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_RESET_SCENARIO_FOR_ENTITY

## Signature

```c
void _RESET_SCENARIO_FOR_ENTITY(int scenario, Entity entity);
```

## Parameters

- `scenario` (`int`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
ResetScenarioForEntity(scenario, entity)

-- always available, by hash
Citizen.InvokeNative(0x2E20878FD208A68E, scenario, entity)
```

### JavaScript

```js
ResetScenarioForEntity(scenario, entity);

// by hash
Citizen.invokeNative('0x2E20878FD208A68E', scenario, entity);
```

### C#

```csharp
Function.Call((Hash)0x2E20878FD208A68E, scenario, entity);
```

- 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.*
