# PATH::SET_ROADS_IN_ANGLED_AREA

- **Hash:** `0x1A5AA1208AF5DB59`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `SetRoadsInAngledArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/SET_ROADS_IN_ANGLED_AREA

## Signature

```c
void SET_ROADS_IN_ANGLED_AREA(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetRoadsInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0x1A5AA1208AF5DB59, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
SetRoadsInAngledArea(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0x1A5AA1208AF5DB59', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

### C#

```csharp
Function.Call((Hash)0x1A5AA1208AF5DB59, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

*Sources: alloc8or RDR3 NativeDB.*
