# FIRE::ADD_OWNED_EXPLOSION

- **Hash:** `0xD84A917A64D4D016`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `AddOwnedExplosion`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/ADD_OWNED_EXPLOSION

## Signature

```c
void ADD_OWNED_EXPLOSION(Ped ped, float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `explosionType` (`int`)
- `damageScale` (`float`)
- `isAudible` (`BOOL`)
- `isInvisible` (`BOOL`)
- `cameraShake` (`float`)

## Returns

`void`

## Description

explosionType: see ADD_EXPLOSION

## Usage

### Lua

```lua
AddOwnedExplosion(ped, x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake)

-- always available, by hash
Citizen.InvokeNative(0xD84A917A64D4D016, ped, x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake)
```

### JavaScript

```js
AddOwnedExplosion(ped, x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake);

// by hash
Citizen.invokeNative('0xD84A917A64D4D016', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, explosionType, damageScale + 0.0000001, isAudible, isInvisible, cameraShake + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD84A917A64D4D016, ped, x, y, z, explosionType, damageScale, isAudible, isInvisible, cameraShake);
```

- 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

- [eExplosionTag](https://natives.borderlinerp.com/enums/eExplosionTag.md) — 37 values

*Sources: alloc8or RDR3 NativeDB.*
