# PLAYER::_CLEAR_DEADEYE_AURA_EFFECT_INTENSITY

- **Hash:** `0x0E9057A9DA78D0F8`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ClearDeadeyeAuraEffectIntensity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_CLEAR_DEADEYE_AURA_INTENSITY`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_CLEAR_DEADEYE_AURA_EFFECT_INTENSITY

## Signature

```c
void _CLEAR_DEADEYE_AURA_EFFECT_INTENSITY(Player player, int flag);
```

## Parameters

- `player` (`Player`)
- `flag` (`int`)

## Returns

`void`

## Description

*Source: 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

*Source: 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

```lua
ClearDeadeyeAuraEffectIntensity(player, flag)

-- always available, by hash
Citizen.InvokeNative(0x0E9057A9DA78D0F8, player, flag)
```

### JavaScript

```js
ClearDeadeyeAuraEffectIntensity(player, flag);

// by hash
Citizen.invokeNative('0x0E9057A9DA78D0F8', player, flag);
```

### C#

```csharp
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.*
