# ENTITY::_SET_ENTITY_COORDS_AND_HEADING

- **Hash:** `0x203BEFFDBE12E96A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCoordsAndHeading`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_COORDS_AND_HEADING

## Signature

```c
void _SET_ENTITY_COORDS_AND_HEADING(Entity entity, float xPos, float yPos, float zPos, float heading, BOOL xAxis, BOOL yAxis, BOOL zAxis);
```

## Parameters

- `entity` (`Entity`)
- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `heading` (`float`)
- `xAxis` (`BOOL`)
- `yAxis` (`BOOL`)
- `zAxis` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityCoordsAndHeading(entity, xPos, yPos, zPos, heading, xAxis, yAxis, zAxis)

-- always available, by hash
Citizen.InvokeNative(0x203BEFFDBE12E96A, entity, xPos, yPos, zPos, heading, xAxis, yAxis, zAxis)
```

### JavaScript

```js
SetEntityCoordsAndHeading(entity, xPos, yPos, zPos, heading, xAxis, yAxis, zAxis);

// by hash
Citizen.invokeNative('0x203BEFFDBE12E96A', entity, xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, heading + 0.0000001, xAxis, yAxis, zAxis);
```

### C#

```csharp
Function.Call((Hash)0x203BEFFDBE12E96A, entity, xPos, yPos, zPos, heading, xAxis, yAxis, zAxis);
```

- 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.
- 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.*
