# WEAPON::_HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON

- **Hash:** `0xDCF06D0CDFF68424`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `HasEntityBeenDamagedByWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON

## Signature

```c
BOOL _HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON(Entity entity, Hash weaponName, int weaponType);
```

## Parameters

- `entity` (`Entity`)
- `weaponName` (`Hash`)
- `weaponType` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityBeenDamagedByWeapon(entity, weaponName, weaponType)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDCF06D0CDFF68424, entity, weaponName, weaponType, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityBeenDamagedByWeapon(entity, weaponName, weaponType);

// by hash
const retval = Citizen.invokeNative('0xDCF06D0CDFF68424', entity, weaponName, weaponType, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDCF06D0CDFF68424, entity, weaponName, weaponType);
```

- 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.*
