# MAP::_IS_DISPLAY_BLIP_ICON_ON_LOCKON_ENTITY_PROMPT

- **Hash:** `0x3CB8859F04763C78`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `IsDisplayBlipIconOnLockonEntityPrompt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_IS_BLIP_ICON_ON_LOCKON_ENTITY_PROMPT`
- **URL:** https://natives.borderlinerp.com/natives/MAP/_IS_DISPLAY_BLIP_ICON_ON_LOCKON_ENTITY_PROMPT

## Signature

```c
BOOL _IS_DISPLAY_BLIP_ICON_ON_LOCKON_ENTITY_PROMPT(Entity entity, Blip blip);
```

## Parameters

- `entity` (`Entity`)
- `blip` (`Blip`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true if the entity lockon prompt contains an blip icon.

*Source: VORPCORE RDR3natives*

checks if the entity lockon prompt contains an icon

## Usage

### Lua

```lua
local retval = IsDisplayBlipIconOnLockonEntityPrompt(entity, blip)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3CB8859F04763C78, entity, blip, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsDisplayBlipIconOnLockonEntityPrompt(entity, blip);

// by hash
const retval = Citizen.invokeNative('0x3CB8859F04763C78', entity, blip, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3CB8859F04763C78, entity, blip);
```

- 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, VORPCORE RDR3natives.*
