# AICOVERPOINT::_ADD_COVER_BLOCKING_AREA

- **Hash:** `0x733077295AB51304`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `AddCoverBlockingArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_ADD_COVER_BLOCKING_AREA

## Signature

```c
void _ADD_COVER_BLOCKING_AREA(Any* args);
```

## Parameters

- `args` (`Any*`)

## Returns

`void`

## Description

args: f_0 = Volume Handle
f_1 = integer (?) (only the number 1 is ever used here, or is not used at all)
f_2 = integer (-1 to 32 in R* Scripts)

## Usage

### Lua

```lua
local args = AddCoverBlockingArea(args)

-- always available, by hash
local args = Citizen.InvokeNative(0x733077295AB51304, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = AddCoverBlockingArea(args);

// by hash
const args = Citizen.invokeNative('0x733077295AB51304', Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x733077295AB51304, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- 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.*
