# IK::_INVERSE_KINEMATICS_REQUEST_LOOK_AT

- **Hash:** `0x66F9EB44342BB4C5`
- **Namespace:** IK
- **Runtime name (Lua/JS):** `InverseKinematicsRequestLookAt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/IK/_INVERSE_KINEMATICS_REQUEST_LOOK_AT

## Signature

```c
void _INVERSE_KINEMATICS_REQUEST_LOOK_AT(Ped ped, Any* args);
```

## Parameters

- `ped` (`Ped`)
- `args` (`Any*`)

## Returns

`void`

## Description

Requests a look-at IK action for the ped using a script arg struct.

args:
struct IkRequestLookAtArgs
{
	alignas(8) float  x;
	alignas(8) float  y;
	alignas(8) float  z;
	alignas(8) Entity targetEntity;
	alignas(8) int    targetBone;    // often 21030 (head) or -1
	alignas(8) int    flags;         // bitfield
	alignas(8) int    p6;
	alignas(8) int    durationMs;    // often 500
	alignas(8) int    p8;
	alignas(8) int    p9;
	alignas(8) int    p10;
	alignas(8) int    p11;
	alignas(8) int    p12;
	alignas(8) int    p13;
	alignas(8) int    p14;
	alignas(8) int    p15;
	alignas(8) int    p16;
	alignas(8) int    p17;
	alignas(8) int    p18;
	alignas(8) int    p19;
	alignas(8) int    p20;
	alignas(8) int    p21;
	alignas(8) int    p22;
};

static_assert(sizeof(IkRequestLookAtArgs) == 0xB8, "incorrect IkRequestLookAtArgs size");

Notes:
- Scripts use this both for entity look-at and world-position/offset look-at.
- Common observed fields: targetEntity, targetBone, durationMs, plus mode/priority-like fields p8 and p17..p22.
- If ped == 0 while a task sequence is active, the native queues an internal look-at IK task into the current sequence instead of applying immediately.
- Pairs naturally with _INVERSE_KINEMATICS_IS_ACTIVE / _INVERSE_KINEMATICS_SET_DISABLED_FOR_PED.

## Usage

### Lua

```lua
local args = InverseKinematicsRequestLookAt(ped, args)

-- always available, by hash
local args = Citizen.InvokeNative(0x66F9EB44342BB4C5, ped, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = InverseKinematicsRequestLookAt(ped, args);

// by hash
const args = Citizen.invokeNative('0x66F9EB44342BB4C5', ped, Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x66F9EB44342BB4C5, ped, 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.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*
