# TASK::_TASK_VEHICLE_FLEE_ON_CLEANUP

- **Hash:** `0x55CD5FDDD4335C1E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleFleeOnCleanup`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_VEHICLE_FLEE_ON_CLEANUP

## Signature

```c
void _TASK_VEHICLE_FLEE_ON_CLEANUP(Vehicle vehicle, float p1, float p2, float p3, float speed, Hash type);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `speed` (`float`)
- `type` (`Hash`)

## Returns

`void`

## Description

Vehicle Auto Drive (?)
p1/p2/p3: usually 1f, 1f, 0f or 0f, 0f, 0f
Speed: usually 8f
Types: 1148979456 (task with flee), 1148979587 (dismissing the vehicle)

## Usage

### Lua

```lua
TaskVehicleFleeOnCleanup(vehicle, p1, p2, p3, speed, type)

-- always available, by hash
Citizen.InvokeNative(0x55CD5FDDD4335C1E, vehicle, p1, p2, p3, speed, type)
```

### JavaScript

```js
TaskVehicleFleeOnCleanup(vehicle, p1, p2, p3, speed, type);

// by hash
Citizen.invokeNative('0x55CD5FDDD4335C1E', vehicle, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, speed + 0.0000001, type);
```

### C#

```csharp
Function.Call((Hash)0x55CD5FDDD4335C1E, vehicle, p1, p2, p3, speed, type);
```

- 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.*
