# TASK::TASK_PLAY_UPPER_ANIM_FACING_ENTITY

- **Hash:** `0xAD67214236AB1CFE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPlayUpperAnimFacingEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PLAY_UPPER_ANIM_FACING_ENTITY

## Signature

```c
void TASK_PLAY_UPPER_ANIM_FACING_ENTITY(Ped ped, const char* animDict, const char* animName, Entity entity, int p4, float p5, float p6, int p7, float p8, BOOL p9, BOOL p10, float p11, const char* p12, int p13, float p14);
```

## Parameters

- `ped` (`Ped`)
- `animDict` (`const char*`)
- `animName` (`const char*`)
- `entity` (`Entity`)
- `p4` (`int`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`int`)
- `p8` (`float`)
- `p9` (`BOOL`)
- `p10` (`BOOL`)
- `p11` (`float`)
- `p12` (`const char*`)
- `p13` (`int`)
- `p14` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskPlayUpperAnimFacingEntity(ped, animDict, animName, entity, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)

-- always available, by hash
Citizen.InvokeNative(0xAD67214236AB1CFE, ped, animDict, animName, entity, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14)
```

### JavaScript

```js
TaskPlayUpperAnimFacingEntity(ped, animDict, animName, entity, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);

// by hash
Citizen.invokeNative('0xAD67214236AB1CFE', ped, animDict, animName, entity, p4, p5 + 0.0000001, p6 + 0.0000001, p7, p8 + 0.0000001, p9, p10, p11 + 0.0000001, p12, p13, p14 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xAD67214236AB1CFE, ped, animDict, animName, entity, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14);
```

- 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.*
