# OBJECT::_SET_OBJECT_MARKABLE_IN_DEADEYE

- **Hash:** `0xE157A8A336C7F04A`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectMarkableInDeadeye`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_OBJECT_CAN_BE_TAGGED`
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_MARKABLE_IN_DEADEYE

## Signature

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

## Parameters

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

## Returns

`void`

## Description

*Source: 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.

*Source: VORPCORE RDR3natives*

Sets if the object can be tagged while using Dead Eye

## Usage

### Lua

```lua
SetObjectMarkableInDeadeye(object, toggle)

-- always available, by hash
Citizen.InvokeNative(0xE157A8A336C7F04A, object, toggle)
```

### JavaScript

```js
SetObjectMarkableInDeadeye(object, toggle);

// by hash
Citizen.invokeNative('0xE157A8A336C7F04A', object, toggle);
```

### C#

```csharp
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.*
