# MAP::_SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_WITH_LOCKON

- **Hash:** `0x7563CBCA99253D1A`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetDisplayBlipIconForEntityPromptWithLockon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_BLIP_ICON_TO_LOCKON_ENTITY_PROMPT`
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_WITH_LOCKON

## Signature

```c
void _SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_WITH_LOCKON(Entity entity, Hash blipIcon);
```

## Parameters

- `entity` (`Entity`)
- `blipIcon` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the blip icon to lockon entity prompt.

*Source: VORPCORE RDR3natives*

will add a blip icon to the entity lockon prompt that you specify

## Usage

### Lua

```lua
SetDisplayBlipIconForEntityPromptWithLockon(entity, blipIcon)

-- always available, by hash
Citizen.InvokeNative(0x7563CBCA99253D1A, entity, blipIcon)
```

### JavaScript

```js
SetDisplayBlipIconForEntityPromptWithLockon(entity, blipIcon);

// by hash
Citizen.invokeNative('0x7563CBCA99253D1A', entity, blipIcon);
```

### C#

```csharp
Function.Call((Hash)0x7563CBCA99253D1A, entity, blipIcon);
```

- 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` ``.
- 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.*
