# AICOVERPOINT::_TASK_AI_SEEK_COVER_TO_COVER_POINT

- **Hash:** `0x89783FDDF079C88D`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `TaskAiSeekCoverToCoverPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_TASK_AI_SEEK_COVER_TO_COVER_POINT

## Signature

```c
void _TASK_AI_SEEK_COVER_TO_COVER_POINT(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local args = TaskAiSeekCoverToCoverPoint(args)

-- always available, by hash
local args = Citizen.InvokeNative(0x89783FDDF079C88D, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = TaskAiSeekCoverToCoverPoint(args);

// by hash
const args = Citizen.invokeNative('0x89783FDDF079C88D', Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x89783FDDF079C88D, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- 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.*
