# PED::_SET_PED_DEFENSIVE_AREA_TO_ANGLED_AREA

- **Hash:** `0xEB2BFE5D009F0331`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDefensiveAreaToAngledArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_DEFENSIVE_AREA_TO_ANGLED_AREA

## Signature

```c
void _SET_PED_DEFENSIVE_AREA_TO_ANGLED_AREA(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, Any p7, BOOL p8, BOOL p9, Entity entity, BOOL p11);
```

## Parameters

- `ped` (`Ped`)
- `x1` (`float`)
- `y1` (`float`)
- `z1` (`float`)
- `x2` (`float`)
- `y2` (`float`)
- `z2` (`float`)
- `p7` (`Any`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)
- `entity` (`Entity`)
- `p11` (`BOOL`)

## Returns

`void`

## Description

_SET_PED_(A?)*

## Usage

### Lua

```lua
SetPedDefensiveAreaToAngledArea(ped, x1, y1, z1, x2, y2, z2, p7, p8, p9, entity, p11)

-- always available, by hash
Citizen.InvokeNative(0xEB2BFE5D009F0331, ped, x1, y1, z1, x2, y2, z2, p7, p8, p9, entity, p11)
```

### JavaScript

```js
SetPedDefensiveAreaToAngledArea(ped, x1, y1, z1, x2, y2, z2, p7, p8, p9, entity, p11);

// by hash
Citizen.invokeNative('0xEB2BFE5D009F0331', ped, x1 + 0.0000001, y1 + 0.0000001, z1 + 0.0000001, x2 + 0.0000001, y2 + 0.0000001, z2 + 0.0000001, p7, p8, p9, entity, p11);
```

### C#

```csharp
Function.Call((Hash)0xEB2BFE5D009F0331, ped, x1, y1, z1, x2, y2, z2, p7, p8, p9, entity, p11);
```

- 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.*
