RedM Natives

_SET_OBJECT_MARKABLE_IN_DEADEYE

Sets whether the specified object can be marked while Dead Eye is active.

Hash0xE157A8A336C7F04A
Runtime nameSetObjectMarkableInDeadeye
NamespaceOBJECT
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_SET_OBJECT_CAN_BE_TAGGED

Signature

void _SET_OBJECT_MARKABLE_IN_DEADEYE(Object object, BOOL toggle);

Parameters

NameTypeDescription
objectObject—
toggleBOOL—

Returns void

Description

alloc8or RDR3 NativeDB

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.

VORPCORE RDR3natives

Sets if the object can be tagged while using Dead Eye

Usage

Lua
SetObjectMarkableInDeadeye(object, toggle)

-- always works, by hash
Citizen.InvokeNative(0xE157A8A336C7F04A, object, toggle)
JavaScript and C#
JavaScript
SetObjectMarkableInDeadeye(object, toggle);

// by hash
Citizen.invokeNative('0xE157A8A336C7F04A', object, toggle);
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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