# TASK::TASK_REACT

- **Hash:** `0xC4C32C31920E1B70`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskReact`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_REACT

## Signature

```c
void TASK_REACT(Ped ped, Entity reactingTo, float x, float y, float z, const char* reactionName, float p6, float p7, int p8);
```

## Parameters

- `ped` (`Ped`)
- `reactingTo` (`Entity`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `reactionName` (`const char*`)
- `p6` (`float`)
- `p7` (`float`)
- `p8` (`int`)

## Returns

`void`

## Description

Makes a ped react to an entity.
Params: reactingTo Entity can be 0, p8 is always 4

## Usage

### Lua

```lua
TaskReact(ped, reactingTo, x, y, z, reactionName, p6, p7, p8)

-- always available, by hash
Citizen.InvokeNative(0xC4C32C31920E1B70, ped, reactingTo, x, y, z, reactionName, p6, p7, p8)
```

### JavaScript

```js
TaskReact(ped, reactingTo, x, y, z, reactionName, p6, p7, p8);

// by hash
Citizen.invokeNative('0xC4C32C31920E1B70', ped, reactingTo, x + 0.0000001, y + 0.0000001, z + 0.0000001, reactionName, p6 + 0.0000001, p7 + 0.0000001, p8);
```

### C#

```csharp
Function.Call((Hash)0xC4C32C31920E1B70, ped, reactingTo, x, y, z, reactionName, p6, p7, p8);
```

- 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.*
