# CAMERA::SET_GAMEPLAY_ENTITY_HINT

- **Hash:** `0xD1F7F32640ADFD12`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `SetGameplayEntityHint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/SET_GAMEPLAY_ENTITY_HINT

## Signature

```c
void SET_GAMEPLAY_ENTITY_HINT(Entity entity, float xOffset, float yOffset, float zOffset, BOOL p4, int p5, int p6, int p7, Any p8);
```

## Parameters

- `entity` (`Entity`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `p4` (`BOOL`)
- `p5` (`int`)
- `p6` (`int`)
- `p7` (`int`)
- `p8` (`Any`)

## Returns

`void`

## Description

p6 & p7 - possibly length or time

## Usage

### Lua

```lua
SetGameplayEntityHint(entity, xOffset, yOffset, zOffset, p4, p5, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xD1F7F32640ADFD12, entity, xOffset, yOffset, zOffset, p4, p5, p6, p7, p8)
```

### JavaScript

```js
SetGameplayEntityHint(entity, xOffset, yOffset, zOffset, p4, p5, p6, p7, p8);

// by hash
Citizen.invokeNative('0xD1F7F32640ADFD12', entity, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, p4, p5, p6, p7, p8);
```

### C#

```csharp
Function.Call((Hash)0xD1F7F32640ADFD12, entity, xOffset, yOffset, zOffset, p4, p5, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*
