# FIRE::_ADD_EXPLOSION_WITH_USER_VFX_AND_DAMAGE_CAUSER

- **Hash:** `0x34AE85C7CA4857AA`
- **Namespace:** FIRE
- **Runtime name (Lua/JS):** `AddExplosionWithUserVfxAndDamageCauser`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/FIRE/_ADD_EXPLOSION_WITH_USER_VFX_AND_DAMAGE_CAUSER

## Signature

```c
void _ADD_EXPLOSION_WITH_USER_VFX_AND_DAMAGE_CAUSER(Entity entity, BOOL p1, float x, float y, float z, int explosionType, Hash explosionFx, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `explosionType` (`int`)
- `explosionFx` (`Hash`)
- `damageScale` (`float`)
- `isAudible` (`BOOL`)
- `isInvisible` (`BOOL`)
- `cameraShake` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Adds an explosion with vfx and entity as damage causer.
explosionFx: see ADD_EXPLOSION_WITH_USER_VFX
_A* - _ADD_D*

*Source: VORPCORE RDR3natives*

Add explosion with vfx and assign an entity as damage causer.
explosionType: https://github.com/femga/rdr3_discoveries/blob/master/graphics/explosions/README.md
explosionFx: https://github.com/femga/rdr3_discoveries/blob/master/graphics/explosions/explosion_vfxTags.lua

## Usage

### Lua

```lua
AddExplosionWithUserVfxAndDamageCauser(entity, p1, x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake)

-- always available, by hash
Citizen.InvokeNative(0x34AE85C7CA4857AA, entity, p1, x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake)
```

### JavaScript

```js
AddExplosionWithUserVfxAndDamageCauser(entity, p1, x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake);

// by hash
Citizen.invokeNative('0x34AE85C7CA4857AA', entity, p1, x + 0.0000001, y + 0.0000001, z + 0.0000001, explosionType, explosionFx, damageScale + 0.0000001, isAudible, isInvisible, cameraShake + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x34AE85C7CA4857AA, entity, p1, x, y, z, explosionType, explosionFx, damageScale, isAudible, isInvisible, cameraShake);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.
- 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, VORPCORE RDR3natives.*
