# PED::_0xE1AADD0055D76603

- **Hash:** `0xE1AADD0055D76603`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `N_0xe1aadd0055d76603`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/0xE1AADD0055D76603

## Signature

```c
void _0xE1AADD0055D76603(Ped ped, Entity entity, int boneIndex1, int boneIndex2, float x, float y, float z, float p7, BOOL p8, BOOL p9, int p10);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)
- `boneIndex1` (`int`)
- `boneIndex2` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p7` (`float`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)
- `p10` (`int`)

## Returns

`void`

## Description

_C*

## Usage

### Lua

```lua
N_0xe1aadd0055d76603(ped, entity, boneIndex1, boneIndex2, x, y, z, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0xE1AADD0055D76603, ped, entity, boneIndex1, boneIndex2, x, y, z, p7, p8, p9, p10)
```

### JavaScript

```js
N_0xe1aadd0055d76603(ped, entity, boneIndex1, boneIndex2, x, y, z, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0xE1AADD0055D76603', ped, entity, boneIndex1, boneIndex2, x + 0.0000001, y + 0.0000001, z + 0.0000001, p7 + 0.0000001, p8, p9, p10);
```

### C#

```csharp
Function.Call((Hash)0xE1AADD0055D76603, ped, entity, boneIndex1, boneIndex2, x, y, z, p7, p8, p9, p10);
```

- 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.
- This native has no known name, so the runtime exposes it only as `N_0xe1aadd0055d76603` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
