# PED::_SHOOT_TRIGGER_AT_COORDS

- **Hash:** `0x4C57F27D1554E6B0`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ShootTriggerAtCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SHOOT_TRIGGER_AT_COORDS

## Signature

```c
Any _SHOOT_TRIGGER_AT_COORDS(Ped ped, float x, float y, float z, int p4, float p5, int p6, float p7);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p4` (`int`)
- `p5` (`float`)
- `p6` (`int`)
- `p7` (`float`)

## Returns

`Any`

## Description

Triggers a gunshot
Params: p5 = -1 in R* Scripts

## Usage

### Lua

```lua
local retval = ShootTriggerAtCoords(ped, x, y, z, p4, p5, p6, p7)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4C57F27D1554E6B0, ped, x, y, z, p4, p5, p6, p7, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ShootTriggerAtCoords(ped, x, y, z, p4, p5, p6, p7);

// by hash
const retval = Citizen.invokeNative('0x4C57F27D1554E6B0', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, p4, p5 + 0.0000001, p6, p7 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4C57F27D1554E6B0, ped, x, y, z, p4, p5, p6, p7);
```

- 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.*
