_SET_OBJECT_MARKABLE_IN_DEADEYE
Sets whether the specified object can be marked while Dead Eye is active.
Hash
0xE157A8A336C7F04ARuntime name
SetObjectMarkableInDeadeyeNamespaceOBJECT
SideClient
NameCommunity guess
Docs
Since build1207
Also known as
_SET_OBJECT_CAN_BE_TAGGEDSignature
void _SET_OBJECT_MARKABLE_IN_DEADEYE(Object object, BOOL toggle);Parameters
| Name | Type | Description |
|---|---|---|
object | Object | — |
toggle | BOOL | — |
Returns void
Description
Sets whether the specified object can be marked while Dead Eye is active.
When enabled, the object becomes a valid Dead Eye mark target.
When disabled, Dead Eye can still be activated normally, but this object will not accept mark placement.
More specific than general targetability such as SET_OBJECT_TARGETTABLE.
Sets if the object can be tagged while using Dead Eye
Usage
SetObjectMarkableInDeadeye(object, toggle)
-- always works, by hash
Citizen.InvokeNative(0xE157A8A336C7F04A, object, toggle)JavaScript and C#
SetObjectMarkableInDeadeye(object, toggle);
// by hash
Citizen.invokeNative('0xE157A8A336C7F04A', object, toggle);Function.Call((Hash)0xE157A8A336C7F04A, object, toggle);- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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