# TASK::TASK_FOLLOW_ENTITY_WHILE_AIMING_AT_ENTITY

- **Hash:** `0x2D532EAA142CF83F`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskFollowEntityWhileAimingAtEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_FOLLOW_ENTITY_WHILE_AIMING_AT_ENTITY

## Signature

```c
void TASK_FOLLOW_ENTITY_WHILE_AIMING_AT_ENTITY(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskFollowEntityWhileAimingAtEntity(ped, p1, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x2D532EAA142CF83F, ped, p1, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
TaskFollowEntityWhileAimingAtEntity(ped, p1, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0x2D532EAA142CF83F', ped, p1, p2, p3, p4, p5, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x2D532EAA142CF83F, ped, p1, p2, p3, p4, p5, p6, p7);
```

*Sources: alloc8or RDR3 NativeDB.*
