# MAP::_SET_DISPLAY_BLIP_ICON_TO_LOCKON_ENTITY_PROMPT

- **Hash:** `0x97F6F158CC5B5CA2`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetDisplayBlipIconToLockonEntityPrompt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_ENTITY_BLIP_ICON_TO_LOCKON_ENTITY_PROMPT`
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_DISPLAY_BLIP_ICON_TO_LOCKON_ENTITY_PROMPT

## Signature

```c
void _SET_DISPLAY_BLIP_ICON_TO_LOCKON_ENTITY_PROMPT(Entity entity, Blip blip);
```

## Parameters

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

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Adds entity blip icon to the entity lockon prompt, if invalid param it will remove the icon if it had any.

*Source: VORPCORE RDR3natives*

adds the entity blip icon to the entity lockon prompt if wrong param will remove the icon if had any

## Usage

### Lua

```lua
SetDisplayBlipIconToLockonEntityPrompt(entity, blip)

-- always available, by hash
Citizen.InvokeNative(0x97F6F158CC5B5CA2, entity, blip)
```

### JavaScript

```js
SetDisplayBlipIconToLockonEntityPrompt(entity, blip);

// by hash
Citizen.invokeNative('0x97F6F158CC5B5CA2', entity, blip);
```

### C#

```csharp
Function.Call((Hash)0x97F6F158CC5B5CA2, 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.*
