# PATH::ADD_NAVMESH_BLOCKING_OBJECT

- **Hash:** `0xFCD5C8E06E502F5A`
- **Namespace:** PATH
- **Runtime name (Lua/JS):** `AddNavmeshBlockingObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PATH/ADD_NAVMESH_BLOCKING_OBJECT

## Signature

```c
Object ADD_NAVMESH_BLOCKING_OBJECT(float p0, float p1, float p2, float p3, float p4, float p5, float p6, BOOL p7, Any p8);
```

## Parameters

- `p0` (`float`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`float`)
- `p7` (`BOOL`)
- `p8` (`Any`)

## Returns

`Object`

## Usage

### Lua

```lua
local retval = AddNavmeshBlockingObject(p0, p1, p2, p3, p4, p5, p6, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFCD5C8E06E502F5A, p0, p1, p2, p3, p4, p5, p6, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddNavmeshBlockingObject(p0, p1, p2, p3, p4, p5, p6, p7, p8);

// by hash
const retval = Citizen.invokeNative('0xFCD5C8E06E502F5A', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6 + 0.0000001, p7, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xFCD5C8E06E502F5A, p0, p1, p2, p3, p4, p5, p6, p7, p8);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

## See also

- [PATH::REMOVE_NAVMESH_BLOCKING_OBJECT](https://natives.borderlinerp.com/natives/PATH/REMOVE_NAVMESH_BLOCKING_OBJECT.md)

*Sources: alloc8or RDR3 NativeDB.*
