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Update TaskGoToCoordWhileAimingAtEntity.md #948

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47 changes: 32 additions & 15 deletions TASK/TaskGoToCoordWhileAimingAtEntity.md
Original file line number Diff line number Diff line change
Expand Up @@ -5,23 +5,40 @@ ns: TASK

```c
// 0xB2A16444EAD9AE47 0x9BD52ABD
void TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY(Any p0, float p1, float p2, float p3, Any p4, float p5, BOOL p6, float p7, float p8, BOOL p9, Any p10, BOOL p11, Any p12, Any p13);
void TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY(Ped ped, float x, float y, float z, Entity entityToAimAt, float moveSpeed, BOOL shoot, float targetRadius, float slowDistance, BOOL useNavMesh, int navFlags, BOOL instantBlendAtAim, cs_type(Any) Hash firingPattern, int time);
```

Will make the ped move to a coordinate while aiming (and optionally shooting) at the given entity.
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```c
enum eFiringPatternHashes {
FIRING_PATTERN_DEFAULT = 0,
FIRING_PATTERN_BURST_FIRE = -687903391,
FIRING_PATTERN_BURST_FIRE_DRIVEBY = -753768974,
FIRING_PATTERN_FULL_AUTO = -957453492,
FIRING_PATTERN_SINGLE_SHOT = 1566631136,
FIRING_PATTERN_DELAY_FIRE_BY_ONE_SEC = 2055493265,
FIRING_PATTERN_BURST_FIRE_HELI = -1857128337,
FIRING_PATTERN_SHORT_BURSTS = 445831135,
FIRING_PATTERN_BURST_FIRE_MICRO = 1122960381,
FIRING_PATTERN_SLOW_FIRE_TANK = -490063247,
FIRING_PATTERN_TAMPA_MORTAR = -1842093953
}
```

## Parameters
* **p0**:
* **p1**:
* **p2**:
* **p3**:
* **p4**:
* **p5**:
* **p6**:
* **p7**:
* **p8**:
* **p9**:
* **p10**:
* **p11**:
* **p12**:
* **p13**:
* **ped**: Ped to task
* **x**: Destination X position
* **y**: Destination Y position
* **z**: Destination Z position
* **entityToAimAt**: Entity that the ped will aim at.
* **moveSpeed**: Mostly 2f, but also 1/1.2f, etc.
* **shoot**: If true ped will shoot; false - will not
* **targetRadius**: Usually 0.5f
* **slowDistance**: Usually 4f
* **useNavMesh**:
* **navFlags**: Usually 0 or 64
* **instantBlendAtAim**:
* **firingPattern**: The firing pattern to use, refer to `eFiringPatternHashes`
* **time**: Usually 20000 (ms)

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