# AICOVERPOINT::_DEACTIVATE_COVER_LAYER

- **Hash:** `0x7A1FDCF35EAA140F`
- **Namespace:** AICOVERPOINT
- **Runtime name (Lua/JS):** `DeactivateCoverLayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AICOVERPOINT/_DEACTIVATE_COVER_LAYER

## Signature

```c
void _DEACTIVATE_COVER_LAYER(const char* coverLayer);
```

## Parameters

- `coverLayer` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

coverLayer: see levels_0/levels/rdr3/coverlayers

*Source: VORPCORE RDR3natives*

deactivates a cover layer activated with 0x64340DC208D671D5 coverLayer: see levels_0/levels/rdr3/coverlayers

## Usage

### Lua

```lua
DeactivateCoverLayer(coverLayer)

-- always available, by hash
Citizen.InvokeNative(0x7A1FDCF35EAA140F, coverLayer)
```

### JavaScript

```js
DeactivateCoverLayer(coverLayer);

// by hash
Citizen.invokeNative('0x7A1FDCF35EAA140F', coverLayer);
```

### C#

```csharp
Function.Call((Hash)0x7A1FDCF35EAA140F, coverLayer);
```

- 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.

## See also

- [AICOVERPOINT::_ACTIVATE_COVER_LAYER](https://natives.borderlinerp.com/natives/AICOVERPOINT/_ACTIVATE_COVER_LAYER.md) — activates a cover layer, these seem to be for specifc scenes in SP for example where a table is flipped using "grand_korr_poker_table_flipped" see more in levels\rdr3\coverlayers.rpf

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
