RedM Natives

_CLEAR_DEADEYE_AURA_EFFECT_INTENSITY

Clears the intensity of aura effects applied to entities for a specific player in Deadeye mode based on a flag parameter.

Hash0x0E9057A9DA78D0F8
Runtime nameClearDeadeyeAuraEffectIntensity
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_CLEAR_DEADEYE_AURA_INTENSITY

Signature

void _CLEAR_DEADEYE_AURA_EFFECT_INTENSITY(Player player, int flag);

Parameters

NameTypeDescription
playerPlayer—
flagint—

Returns void

Description

alloc8or RDR3 NativeDB

Clears the intensity of aura effects applied to entities for a specific player in Deadeye mode based on a flag parameter. This function is used to reset any intensity modifications set by `PLAYER::_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY` (0x131E294EF60160DF), restoring affected entities' aura intensity to their default state.

Example usage:
PLAYER::_CLEAR_DEADEYE_AURA_EFFECT_INTENSITY(PLAYER::PLAYER_ID(),2);
Clears all aura intensity adjustments for the player based on the specified flag, restoring entities' intensity to default values.

Video: https://imgur.com/gallery/0x0e9057a9da78d0f8-ctZPFmz

VORPCORE RDR3natives

Clears the intensity of aura effects applied to entities for a specific player in Deadeye mode based on a flag parameter. This function is used to reset any intensity modifications set by `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG - 0x131E294EF60160DF`, restoring affected entities' aura intensity to their default state.

Usage

Lua
ClearDeadeyeAuraEffectIntensity(player, flag)

-- always works, by hash
Citizen.InvokeNative(0x0E9057A9DA78D0F8, player, flag)
JavaScript and C#
JavaScript
ClearDeadeyeAuraEffectIntensity(player, flag);

// by hash
Citizen.invokeNative('0x0E9057A9DA78D0F8', player, flag);
C#
Function.Call((Hash)0x0E9057A9DA78D0F8, player, flag);
  • 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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