# TASK::TASK_SHOOT_WITH_WEAPON

- **Hash:** `0x08AA95E8298AE772`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskShootWithWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_SHOOT_WITH_WEAPON

## Signature

```c
void TASK_SHOOT_WITH_WEAPON(Ped ped, Any* args);
```

## Parameters

- `ped` (`Ped`)
- `args` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local args = TaskShootWithWeapon(ped, args)

-- always available, by hash
local args = Citizen.InvokeNative(0x08AA95E8298AE772, ped, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = TaskShootWithWeapon(ped, args);

// by hash
const args = Citizen.invokeNative('0x08AA95E8298AE772', ped, Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x08AA95E8298AE772, ped, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*
