# PED::_ADD_SCENARIO_BLOCKING_VOLUME

- **Hash:** `0x4C39C95AE5DB1329`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AddScenarioBlockingVolume`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_ADD_SCENARIO_BLOCKING_VOLUME

## Signature

```c
Any _ADD_SCENARIO_BLOCKING_VOLUME(Volume volume, BOOL p1, int flag);
```

## Parameters

- `volume` (`Volume`)
- `p1` (`BOOL`)
- `flag` (`int`)

## Returns

`Any`

## Description

flag: see ADD_SCENARIO_BLOCKING_AREA

## Usage

### Lua

```lua
local retval = AddScenarioBlockingVolume(volume, p1, flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4C39C95AE5DB1329, volume, p1, flag, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AddScenarioBlockingVolume(volume, p1, flag);

// by hash
const retval = Citizen.invokeNative('0x4C39C95AE5DB1329', volume, p1, flag, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x4C39C95AE5DB1329, volume, p1, flag);
```

- 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.

## Related enums

- [eScenarioBlockingFlags](https://natives.borderlinerp.com/enums/eScenarioBlockingFlags.md) — 8 values

*Sources: alloc8or RDR3 NativeDB.*
