_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.
0x0E9057A9DA78D0F8ClearDeadeyeAuraEffectIntensity_CLEAR_DEADEYE_AURA_INTENSITYSignature
void _CLEAR_DEADEYE_AURA_EFFECT_INTENSITY(Player player, int flag);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
flag | int | — |
Returns void
Description
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
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
ClearDeadeyeAuraEffectIntensity(player, flag)
-- always works, by hash
Citizen.InvokeNative(0x0E9057A9DA78D0F8, player, flag)JavaScript and C#
ClearDeadeyeAuraEffectIntensity(player, flag);
// by hash
Citizen.invokeNative('0x0E9057A9DA78D0F8', player, flag);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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.