# TASK::TASK_GOTO_ENTITY_OFFSET_XY

- **Hash:** `0x338E7EF52B6095A9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGotoEntityOffsetXy`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GOTO_ENTITY_OFFSET_XY

## Signature

```c
void TASK_GOTO_ENTITY_OFFSET_XY(Ped ped, Entity entity, int duration, float targetRadius, float xOffset, float yOffset, float moveBlendRatio, int offsetFlags);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)
- `duration` (`int`)
- `targetRadius` (`float`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `moveBlendRatio` (`float`)
- `offsetFlags` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
TaskGotoEntityOffsetXy(ped, entity, duration, targetRadius, xOffset, yOffset, moveBlendRatio, offsetFlags)

-- always available, by hash
Citizen.InvokeNative(0x338E7EF52B6095A9, ped, entity, duration, targetRadius, xOffset, yOffset, moveBlendRatio, offsetFlags)
```

### JavaScript

```js
TaskGotoEntityOffsetXy(ped, entity, duration, targetRadius, xOffset, yOffset, moveBlendRatio, offsetFlags);

// by hash
Citizen.invokeNative('0x338E7EF52B6095A9', ped, entity, duration, targetRadius + 0.0000001, xOffset + 0.0000001, yOffset + 0.0000001, moveBlendRatio + 0.0000001, offsetFlags);
```

### C#

```csharp
Function.Call((Hash)0x338E7EF52B6095A9, ped, entity, duration, targetRadius, xOffset, yOffset, moveBlendRatio, offsetFlags);
```

- 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.*
