# PATH::_GET_SPAWN_DATA_FOR_ROAD_NODE

- **Hash:** `0xA3791B915B8B84C6`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `GetSpawnDataForRoadNode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/_GET_SPAWN_DATA_FOR_ROAD_NODE

## Signature

```c
void _GET_SPAWN_DATA_FOR_ROAD_NODE(int nodeId, float x, float y, float z, Vector3* outCoords, float* heading);
```

## Parameters

- `nodeId` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `outCoords` (`Vector3*`)
- `heading` (`float*`)

## Returns

`void`

## Usage

### Lua

```lua
local outCoords, heading = GetSpawnDataForRoadNode(nodeId, x, y, z)

-- always available, by hash
local outCoords, heading = Citizen.InvokeNative(0xA3791B915B8B84C6, nodeId, x, y, z, Citizen.PointerValueVector(), Citizen.PointerValueFloat())
```

### JavaScript

```js
const [outCoords, heading] = GetSpawnDataForRoadNode(nodeId, x, y, z);

// by hash
const [outCoords, heading] = Citizen.invokeNative('0xA3791B915B8B84C6', nodeId, x + 0.0000001, y + 0.0000001, z + 0.0000001, Citizen.pointerValueVector(), Citizen.pointerValueFloat());
```

### C#

```csharp
var outCoords = new OutputArgument();
var heading = new OutputArgument();
Function.Call((Hash)0xA3791B915B8B84C6, nodeId, x, y, z, outCoords, heading);
// outCoords.GetResult<Vector3>()
// heading.GetResult<float>()
```

- 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.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- 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.*
