# TASK::TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY

- **Hash:** `0x97465886D35210E9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGoToEntityWhileAimingAtEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY

## Signature

```c
void TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY(Ped ped, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)
- `p10` (`Any`)

## Returns

`void`

## Description

shootatEntity:
If true, peds will shoot at Entity till it is dead.
If false, peds will just walk till they reach the entity and will cease shooting.

## Usage

### Lua

```lua
TaskGoToEntityWhileAimingAtEntity(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)

-- always available, by hash
Citizen.InvokeNative(0x97465886D35210E9, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)
```

### JavaScript

```js
TaskGoToEntityWhileAimingAtEntity(ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);

// by hash
Citizen.invokeNative('0x97465886D35210E9', ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

### C#

```csharp
Function.Call((Hash)0x97465886D35210E9, ped, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10);
```

*Sources: alloc8or RDR3 NativeDB.*
