# MAP::_TRIGGER_SONAR_BLIP_ON_ENTITY

- **Hash:** `0x0C7A2289A5C4D7C9`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `TriggerSonarBlipOnEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/_TRIGGER_SONAR_BLIP_ON_ENTITY

## Signature

```c
void _TRIGGER_SONAR_BLIP_ON_ENTITY(Hash typeHash, Entity entity);
```

## Parameters

- `typeHash` (`Hash`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
TriggerSonarBlipOnEntity(typeHash, entity)

-- always available, by hash
Citizen.InvokeNative(0x0C7A2289A5C4D7C9, typeHash, entity)
```

### JavaScript

```js
TriggerSonarBlipOnEntity(typeHash, entity);

// by hash
Citizen.invokeNative('0x0C7A2289A5C4D7C9', typeHash, entity);
```

### C#

```csharp
Function.Call((Hash)0x0C7A2289A5C4D7C9, typeHash, entity);
```

- 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.*
