# PED::_ATTACH_VOLUME_TO_ENTITY

- **Hash:** `0x7C00CFC48A782DC0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AttachVolumeToEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_ATTACH_VOLUME_TO_ENTITY

## Signature

```c
void _ATTACH_VOLUME_TO_ENTITY(Volume volume, Entity entity, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, int p8, BOOL p9);
```

## Parameters

- `volume` (`Volume`)
- `entity` (`Entity`)
- `offsetX` (`float`)
- `offsetY` (`float`)
- `offsetZ` (`float`)
- `rotX` (`float`)
- `rotY` (`float`)
- `rotZ` (`float`)
- `p8` (`int`)
- `p9` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
AttachVolumeToEntity(volume, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x7C00CFC48A782DC0, volume, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, p8, p9)
```

### JavaScript

```js
AttachVolumeToEntity(volume, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, p8, p9);

// by hash
Citizen.invokeNative('0x7C00CFC48A782DC0', volume, entity, offsetX + 0.0000001, offsetY + 0.0000001, offsetZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x7C00CFC48A782DC0, volume, entity, offsetX, offsetY, offsetZ, rotX, rotY, rotZ, p8, p9);
```

- 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.
- 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.*
