# TASK::_TASK_GUARD_DEFENSIVE_AREA

- **Hash:** `0x1FC9B33976BACD6C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskGuardDefensiveArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_TASK_GUARD_ASSIGNED_DEFENSIVE_AREA_2`
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_GUARD_DEFENSIVE_AREA

## Signature

```c
void _TASK_GUARD_DEFENSIVE_AREA(Ped ped, Volume volume, float x, float y, float z, float heading, float patrolProximity, int duration);
```

## Parameters

- `ped` (`Ped`)
- `volume` (`Volume`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `patrolProximity` (`float`)
- `duration` (`int`)

## Returns

`void`

## Description

Uses CTaskSetAndGuardArea. TASK_GUARD_ASSIGNED_DEFENSIVE_AREA uses CTaskStandGuard instead.

## Usage

### Lua

```lua
TaskGuardDefensiveArea(ped, volume, x, y, z, heading, patrolProximity, duration)

-- always available, by hash
Citizen.InvokeNative(0x1FC9B33976BACD6C, ped, volume, x, y, z, heading, patrolProximity, duration)
```

### JavaScript

```js
TaskGuardDefensiveArea(ped, volume, x, y, z, heading, patrolProximity, duration);

// by hash
Citizen.invokeNative('0x1FC9B33976BACD6C', ped, volume, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, patrolProximity + 0.0000001, duration);
```

### C#

```csharp
Function.Call((Hash)0x1FC9B33976BACD6C, ped, volume, x, y, z, heading, patrolProximity, duration);
```

- 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.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
