# TASK::_TASK_INTIMIDATED_2

- **Hash:** `0x933ACC1A1771A288`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskIntimidated_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_INTIMIDATED_2

## Signature

```c
BOOL _TASK_INTIMIDATED_2(Ped victim, Ped attacker, int p2, BOOL p3, BOOL p4, BOOL everyFrame, BOOL p6, BOOL p7, int flag);
```

## Parameters

- `victim` (`Ped`)
- `attacker` (`Ped`)
- `p2` (`int`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)
- `everyFrame` (`BOOL`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)
- `flag` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = TaskIntimidated_2(victim, attacker, p2, p3, p4, everyFrame, p6, p7, flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x933ACC1A1771A288, victim, attacker, p2, p3, p4, everyFrame, p6, p7, flag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = TaskIntimidated_2(victim, attacker, p2, p3, p4, everyFrame, p6, p7, flag);

// by hash
const retval = Citizen.invokeNative('0x933ACC1A1771A288', victim, attacker, p2, p3, p4, everyFrame, p6, p7, flag, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x933ACC1A1771A288, victim, attacker, p2, p3, p4, everyFrame, p6, p7, flag);
```

- 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.*
