# OBJECT::_SET_OBJECT_LANTERN_LIGHT_DISABLED

- **Hash:** `0x7FCD49388BC9B775`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectLanternLightDisabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_OBJECT_LANTERN_DISABLE_LIGHT`
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_LANTERN_LIGHT_DISABLED

## Signature

```c
void _SET_OBJECT_LANTERN_LIGHT_DISABLED(Object object, BOOL toggle);
```

## Parameters

- `object` (`Object`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Enables or disables light emission for a dropped lantern object.
Primarily used on lantern weapon entities after they have been dropped.
Has no effect while the lantern is equipped/held by a ped.
The toggle behaves as a disable-light flag: true turns the lantern light off, false leaves it on.

*Source: VORPCORE RDR3natives*

Primarily used on lantern weapon entities after they have been dropped.
This native does NOT affect lanterns while they are being held by a ped

## Usage

### Lua

```lua
SetObjectLanternLightDisabled(object, toggle)

-- always available, by hash
Citizen.InvokeNative(0x7FCD49388BC9B775, object, toggle)
```

### JavaScript

```js
SetObjectLanternLightDisabled(object, toggle);

// by hash
Citizen.invokeNative('0x7FCD49388BC9B775', object, toggle);
```

### C#

```csharp
Function.Call((Hash)0x7FCD49388BC9B775, object, toggle);
```

- 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, VORPCORE RDR3natives.*
