# GRAPHICS::_ADD_VEG_MODIFIER_ZONE

- **Hash:** `0xBD3324281E8B9933`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AddVegModifierZone`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ADD_VEG_MODIFIER_ZONE

## Signature

```c
int _ADD_VEG_MODIFIER_ZONE(Volume volume, int p1, int flags, int p3);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`int`)
- `flags` (`int`)
- `p3` (`int`)

## Returns

`int`

## Description

Adds Vegetation Blocking Zone, Added Snow Flattening veg mod Zone
Returns veg modifier handle

## Usage

### Lua

```lua
local retval = AddVegModifierZone(volume, p1, flags, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBD3324281E8B9933, volume, p1, flags, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddVegModifierZone(volume, p1, flags, p3);

// by hash
const retval = Citizen.invokeNative('0xBD3324281E8B9933', volume, p1, flags, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBD3324281E8B9933, volume, p1, flags, p3);
```

- 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.*
