# PED::SPAWNPOINTS_START_SEARCH_IN_ANGLED_AREA

- **Hash:** `0xB2AFF10216DEFA2F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SpawnpointsStartSearchInAngledArea`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SPAWNPOINTS_START_SEARCH_IN_ANGLED_AREA

## Signature

```c
void SPAWNPOINTS_START_SEARCH_IN_ANGLED_AREA(float x1, float y1, float z1, float x2, float y2, float z2, float width, int spawnpointsFlag, float p8, int duration, float p10);
```

## Parameters

- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `width` (`float`)
- `spawnpointsFlag` (`int`)
- `p8` (`float`)
- `duration` (`int`)
- `p10` (`float`)

## Returns

`void`

## Description

Searching area between coords 1 and 2

## Usage

### Lua

```lua
SpawnpointsStartSearchInAngledArea(x1, y1, z1, x2, y2, z2, width, spawnpointsFlag, p8, duration, p10)

-- always available, by hash
Citizen.InvokeNative(0xB2AFF10216DEFA2F, x1, y1, z1, x2, y2, z2, width, spawnpointsFlag, p8, duration, p10)
```

### JavaScript

```js
SpawnpointsStartSearchInAngledArea(x1, y1, z1, x2, y2, z2, width, spawnpointsFlag, p8, duration, p10);

// by hash
Citizen.invokeNative('0xB2AFF10216DEFA2F', x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, width + 0.0000001, spawnpointsFlag, p8 + 0.0000001, duration, p10 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xB2AFF10216DEFA2F, x1, y1, z1, x2, y2, z2, width, spawnpointsFlag, p8, duration, 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.

*Sources: alloc8or RDR3 NativeDB.*
