{"hash":"0x0B9F7A01EC50448D","ns":"IK","name":"_INVERSE_KINEMATICS_POINT_AT","slug":"_INVERSE_KINEMATICS_POINT_AT","official":false,"named":true,"luaName":"InverseKinematicsPointAt","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"ped","type":"Ped"},{"name":"args","type":"Any*"}],"summary":"Makes the ped point at a target with an arm.","descriptions":[{"source":"alloc8or","format":"text","body":"Makes the ped point at a target with an arm. Must be called every frame while the point-at behavior should remain active.\n\nargs:\nstruct PointAtParams\n{\n\talignas(8) BOOL   isRightHand;\n\talignas(8) float  offsetX;\n\talignas(8) float  offsetY;\n\talignas(8) float  offsetZ;\n\talignas(8) Entity entity;\n\talignas(8) int    boneIndex;\n\talignas(8) int    flags;     // (1 << 22) attaches the point-at to the target\n\talignas(8) int    p6;        // observed 1..5\n\talignas(8) int    p7;        // observed 1..2\n};"},{"source":"vorp","format":"text","body":"Make the ped point at with arms, must be called every frame."}],"examples":[{"lang":"lua","code":"struct parameters {\n  bool isRightHand;\n  Vector3 offset;\n  Entity entity;\n  int boneIndex;\n  int flags; // (1 << 22) makes attach to point at\n  int unk1; // 1-5\n  int unk2; // 1-2\n}","source":"vorp"}],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or","vorp"],"doc":3,"url":"https://natives.borderlinerp.com/natives/IK/_INVERSE_KINEMATICS_POINT_AT","markdownUrl":"https://natives.borderlinerp.com/natives/IK/_INVERSE_KINEMATICS_POINT_AT.md","snippets":{"lua":"local args = InverseKinematicsPointAt(ped, args)","luaInvoke":"local args = Citizen.InvokeNative(0x0B9F7A01EC50448D, ped, Citizen.PointerValueIntInitialized(args))","js":"const args = InverseKinematicsPointAt(ped, args);","jsInvoke":"const args = Citizen.invokeNative('0x0B9F7A01EC50448D', ped, Citizen.pointerValueIntInitialized(args));","csharp":"var args = new OutputArgument();\nFunction.Call((Hash)0x0B9F7A01EC50448D, ped, args);\n// args.GetResult<int>()","notes":["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."]}}