# TASK::_TASK_ITEM_INTERACTION_2

- **Hash:** `0x72F52AA2D2B172CC`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskItemInteraction_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_ITEM_INTERACTION_2

## Signature

```c
void _TASK_ITEM_INTERACTION_2(Ped ped, Hash propNameGxt, Object prop, Hash propId, Hash itemInteractionState, int p5, Any p6, float p7);
```

## Parameters

- `ped` (`Ped`)
- `propNameGxt` (`Hash`)
- `prop` (`Object`)
- `propId` (`Hash`)
- `itemInteractionState` (`Hash`)
- `p5` (`int`)
- `p6` (`Any`)
- `p7` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
TaskItemInteraction_2(ped, propNameGxt, prop, propId, itemInteractionState, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x72F52AA2D2B172CC, ped, propNameGxt, prop, propId, itemInteractionState, p5, p6, p7)
```

### JavaScript

```js
TaskItemInteraction_2(ped, propNameGxt, prop, propId, itemInteractionState, p5, p6, p7);

// by hash
Citizen.invokeNative('0x72F52AA2D2B172CC', ped, propNameGxt, prop, propId, itemInteractionState, p5, p6, p7 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x72F52AA2D2B172CC, ped, propNameGxt, prop, propId, itemInteractionState, p5, p6, p7);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
