local fn = _gn(0x15D3A79D4E44B913)
--- Sometimes a path may not be able to be found. This could happen because there simply isn't any way to get there, or maybe a bunch of dynamic objects have blocked the way,
-- or maybe the destination is too far away. In this case the ped will simply stand still.
-- To identify when this has happened, you can use GET_NAVMESH_ROUTE_RESULT. This will help you find situations where peds cannot get to their target.
-- ```cpp
-- enum eNavScriptFlags {
-- // Default flag
-- ENAV_DEFAULT = 0,
-- // Will ensure the ped continues to move whilst waiting for the path
-- // to be found, and will not slow down at the end of their route.
-- ENAV_NO_STOPPING = 1,
-- // Performs a slide-to-coord at the end of the task. This requires that the
-- // accompanying NAVDATA structure has the 'SlideToCoordHeading' member set correctly.
-- ENAV_ADV_SLIDE_TO_COORD_AND_ACHIEVE_HEADING_AT_END = 2,
-- // If the navmesh is not loaded in under the target position, then this will
-- // cause the ped to get as close as is possible on whatever navmesh is loaded.
-- // The navmesh must still be loaded at the path start.
-- ENAV_GO_FAR_AS_POSSIBLE_IF_TARGET_NAVMESH_NOT_LOADED = 4,
-- // Will allow navigation underwater - by default this is not allowed.
-- ENAV_ALLOW_SWIMMING_UNDERWATER = 8,
-- // Will only allow navigation on pavements. If the path starts or ends off
-- // the pavement, the command will fail. Likewise if no pavement-only route
-- // can be found even although the start and end are on pavement.
-- ENAV_KEEP_TO_PAVEMENTS = 16,
-- // Prevents the path from entering water at all.
-- ENAV_NEVER_ENTER_WATER = 32,
-- // Disables object-avoidance for this path. The ped may still make minor
-- // steering adjustments to avoid objects, but will not pathfind around them.
-- ENAV_DONT_AVOID_OBJECTS = 64,
-- // Specifies that the navmesh route will only be able to traverse up slopes
-- // which are under the angle specified, in the MaxSlopeNavigable member of the accompanying NAVDATA structure.
-- ENAV_ADVANCED_USE_MAX_SLOPE_NAVIGABLE = 128,
-- // Unused.
-- ENAV_STOP_EXACTLY = 512,
-- // The entity will look ahead in its path for a longer distance to make the
-- // walk/run start go more in the right direction.
-- ENAV_ACCURATE_WALKRUN_START = 1024,
-- // Disables ped-avoidance for this path while we move.
-- ENAV_DONT_AVOID_PEDS = 2048,
-- // If target pos is inside the boundingbox of an object it will otherwise be pushed out.
-- ENAV_DONT_ADJUST_TARGET_POSITION = 4096,
-- // Turns off the default behaviour, which is to stop exactly at the target position.
-- // Occasionally this can cause footsliding/skating problems.
-- ENAV_SUPPRESS_EXACT_STOP = 8192,
-- // Prevents the path-search from finding paths outside of this search distance.
-- // This can be used to prevent peds from finding long undesired routes.
-- ENAV_ADVANCED_USE_CLAMP_MAX_SEARCH_DISTANCE = 16384,
-- // Pulls out the paths from edges at corners for a longer distance, to prevent peds walking into stuff.
-- ENAV_PULL_FROM_EDGE_EXTRA = 32768
-- };
-- ```
-- @param ped Ped Index.
-- @param x X Position Coordinate.
-- @param y Y Position Coordinate.
-- @param z Z Position Coordinate
-- @param moveBlendRatio Ratio for ped movement (0 to 3.0 in the following order: still, walk, run and sprint)
-- @param time INT value in milliseconds.
-- @param radius distance from the final coordinates that the pedestrian should be to consider itself at the target.
-- @param flags Navigation Flags for the ped (see `eNavScriptFlags`).
-- @param finalHeading Peds heading when finished.
function Global.TaskFollowNavMeshToCoord(ped, x, y, z, moveBlendRatio, time, radius, flags, finalHeading)
	return fn(ped, x, y, z, moveBlendRatio, time, radius, flags, finalHeading)
end
