# CAMERA::ADD_CAM_SPLINE_NODE

- **Hash:** `0xF1F57F9D230F9CD1`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `AddCamSplineNode`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/ADD_CAM_SPLINE_NODE

## Signature

```c
void ADD_CAM_SPLINE_NODE(Cam camera, float x, float y, float z, float xRot, float yRot, float zRot, int length, int p8, int p9);
```

## Parameters

- `camera` (`Cam`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `xRot` (`float`)
- `yRot` (`float`)
- `zRot` (`float`)
- `length` (`int`)
- `p8` (`int`)
- `p9` (`int`)

## Returns

`void`

## Description

p7 (length) determines the length of the spline, affects camera path and duration of transition between previous node and this one

p8 big values ~100 will slow down the camera movement before reaching this node

p9 != 0 seems to override the rotation/pitch (bool?)

## Usage

### Lua

```lua
AddCamSplineNode(camera, x, y, z, xRot, yRot, zRot, length, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0xF1F57F9D230F9CD1, camera, x, y, z, xRot, yRot, zRot, length, p8, p9)
```

### JavaScript

```js
AddCamSplineNode(camera, x, y, z, xRot, yRot, zRot, length, p8, p9);

// by hash
Citizen.invokeNative('0xF1F57F9D230F9CD1', camera, x + 0.0000001, y + 0.0000001, z + 0.0000001, xRot + 0.0000001, yRot + 0.0000001, zRot + 0.0000001, length, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0xF1F57F9D230F9CD1, camera, x, y, z, xRot, yRot, zRot, length, p8, p9);
```

- 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.

## Related enums

- [eEulerRotationOrder](https://natives.borderlinerp.com/enums/eEulerRotationOrder.md) — 6 values

*Sources: alloc8or RDR3 NativeDB.*
