# MAP::BLIP_REMOVE_MODIFIER

- **Hash:** `0xB059D7BD3D78C16F`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `BlipRemoveModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/BLIP_REMOVE_MODIFIER

## Signature

```c
BOOL BLIP_REMOVE_MODIFIER(Blip blip, Hash modifierHash);
```

## Parameters

- `blip` (`Blip`)
- `modifierHash` (`Hash`)

## Returns

`BOOL`

## Description

If modifierHash is 0, ALL modifiers will be removed.

## Usage

### Lua

```lua
local retval = BlipRemoveModifier(blip, modifierHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB059D7BD3D78C16F, blip, modifierHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = BlipRemoveModifier(blip, modifierHash);

// by hash
const retval = Citizen.invokeNative('0xB059D7BD3D78C16F', blip, modifierHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB059D7BD3D78C16F, blip, modifierHash);
```

- 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` ``.

*Sources: alloc8or RDR3 NativeDB.*
