# VOLUME::_IS_POINT_NEAR_VOLUME_LOCK_CENTER

- **Hash:** `0x769BB7626B8CDB06`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `IsPointNearVolumeLockCenter`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_IS_POINT_NEAR_VOLUME_LOCK_CENTER

## Signature

```c
BOOL _IS_POINT_NEAR_VOLUME_LOCK_CENTER(float x, float y, float z, float radius, int p4, int p5, int flags);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p4` (`int`)
- `p5` (`int`)
- `flags` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsPointNearVolumeLockCenter(x, y, z, radius, p4, p5, flags)

-- always available, by hash
local retval = Citizen.InvokeNative(0x769BB7626B8CDB06, x, y, z, radius, p4, p5, flags, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPointNearVolumeLockCenter(x, y, z, radius, p4, p5, flags);

// by hash
const retval = Citizen.invokeNative('0x769BB7626B8CDB06', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p4, p5, flags, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x769BB7626B8CDB06, x, y, z, radius, p4, p5, flags);
```

- 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.
- 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.*
