# MAP::_SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_REMOVED

- **Hash:** `0xBB68D4D3CA3DE402`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetDisplayBlipIconForEntityPromptRemoved`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_REMOVE_BLIP_ICON_FROM_ENTITY_LOCKON_PROMPT`
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_REMOVED

## Signature

```c
void _SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_REMOVED(Entity entity, int p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Removes the icon from the lockon prompt. Never executed in R* Scripts due to hardcoded 0.

*Source: VORPCORE RDR3natives*

in the decompiles this doesnt seem to ever be executed the param needed needs to be above 0 but its always passed as 0
 removes the icon from lockon prompt

## Usage

### Lua

```lua
SetDisplayBlipIconForEntityPromptRemoved(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0xBB68D4D3CA3DE402, entity, p1)
```

### JavaScript

```js
SetDisplayBlipIconForEntityPromptRemoved(entity, p1);

// by hash
Citizen.invokeNative('0xBB68D4D3CA3DE402', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0xBB68D4D3CA3DE402, entity, p1);
```

- 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.*
