# OBJECT::SLIDE_OBJECT

- **Hash:** `0x2FDFF4107B8C1147`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SlideObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SLIDE_OBJECT

## Signature

```c
BOOL SLIDE_OBJECT(Object object, float toX, float toY, float toZ, float speedX, float speedY, float speedZ, BOOL collision);
```

## Parameters

- `object` (`Object`)
- `toX` (`float`)
- `toY` (`float`)
- `toZ` (`float`)
- `speedX` (`float`)
- `speedY` (`float`)
- `speedZ` (`float`)
- `collision` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = SlideObject(object, toX, toY, toZ, speedX, speedY, speedZ, collision)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2FDFF4107B8C1147, object, toX, toY, toZ, speedX, speedY, speedZ, collision, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SlideObject(object, toX, toY, toZ, speedX, speedY, speedZ, collision);

// by hash
const retval = Citizen.invokeNative('0x2FDFF4107B8C1147', object, toX + 0.0000001, toY + 0.0000001, toZ + 0.0000001, speedX + 0.0000001, speedY + 0.0000001, speedZ + 0.0000001, collision, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2FDFF4107B8C1147, object, toX, toY, toZ, speedX, speedY, speedZ, collision);
```

- 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.*
