# GRAPHICS::_ADD_BLOOD_POOLS_FOR_PED_WITH_PARAMS

- **Hash:** `0xC349EE1E6EFA494B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddBloodPoolsForPedWithParams`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ADD_BLOOD_POOLS_FOR_PED_WITH_PARAMS

## Signature

```c
void _ADD_BLOOD_POOLS_FOR_PED_WITH_PARAMS(Ped ped, float p1, float size, float p3);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`float`)
- `size` (`float`)
- `p3` (`float`)

## Returns

`void`

## Description

*Source: femga rdr3_discoveries*

```
// 0xC349EE1E6EFA494B		(by Disquse)
void _CREATE_BLOOD_DECALS_FROM_PED(Ped ped, float sizeX, float sizeY, float sizeZ);
/*
  Creates blood decals from ped in some interval for few seconds.
  Float args are guessed, not sure what they really do (but decal size really changes).
*/
```

## Usage

### Lua

```lua
AddBloodPoolsForPedWithParams(ped, p1, size, p3)

-- always available, by hash
Citizen.InvokeNative(0xC349EE1E6EFA494B, ped, p1, size, p3)
```

### JavaScript

```js
AddBloodPoolsForPedWithParams(ped, p1, size, p3);

// by hash
Citizen.invokeNative('0xC349EE1E6EFA494B', ped, p1 + 0.0000001, size + 0.0000001, p3 + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC349EE1E6EFA494B, ped, p1, size, p3);
```

- 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, femga rdr3_discoveries.*
