# MAP::_BLIP_ADD_FOR_AREA

- **Hash:** `0xEC174ADBCB611ECC`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `BlipAddForArea`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_BLIP_ADD_FOR_AREA

## Signature

```c
Blip _BLIP_ADD_FOR_AREA(Hash blipHash, float x, float y, float z, float scaleX, float scaleY, float scaleZ, int p7);
```

## Parameters

- `blipHash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `scaleX` (`float`)
- `scaleY` (`float`)
- `scaleZ` (`float`)
- `p7` (`int`)

## Returns

`Blip`

## Usage

### Lua

```lua
local retval = BlipAddForArea(blipHash, x, y, z, scaleX, scaleY, scaleZ, p7)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEC174ADBCB611ECC, blipHash, x, y, z, scaleX, scaleY, scaleZ, p7, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = BlipAddForArea(blipHash, x, y, z, scaleX, scaleY, scaleZ, p7);

// by hash
const retval = Citizen.invokeNative('0xEC174ADBCB611ECC', blipHash, x + 0.0000001, y + 0.0000001, z + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, p7, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEC174ADBCB611ECC, blipHash, x, y, z, scaleX, scaleY, scaleZ, p7);
```

- 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.*
