# MAP::SET_BLIP_SPRITE

- **Hash:** `0x74F74D3207ED525C`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetBlipSprite`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_BLIP_SPRITE

## Signature

```c
void SET_BLIP_SPRITE(Blip blip, Hash hash, BOOL p2);
```

## Parameters

- `blip` (`Blip`)
- `hash` (`Hash`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetBlipSprite(blip, hash, p2)

-- always available, by hash
Citizen.InvokeNative(0x74F74D3207ED525C, blip, hash, p2)
```

### JavaScript

```js
SetBlipSprite(blip, hash, p2);

// by hash
Citizen.invokeNative('0x74F74D3207ED525C', blip, hash, p2);
```

### C#

```csharp
Function.Call((Hash)0x74F74D3207ED525C, blip, hash, p2);
```

- 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.*
