# PLAYER::_CLEAR_PED_EAGLE_EYE_TRAILS_FOR_PLAYER

- **Hash:** `0xE5D3EB37ABC1EB03`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ClearPedEagleEyeTrailsForPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_EAGLE_EYE_CLEAR_REGISTERED_TRAILS`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_CLEAR_PED_EAGLE_EYE_TRAILS_FOR_PLAYER

## Signature

```c
void _CLEAR_PED_EAGLE_EYE_TRAILS_FOR_PLAYER(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Clears all eagle eye trails that were registered for peds (maybe also other entities?) associated with specified player.
Video: https://imgur.com/a/uvCTPei
_CLEAR_FACIAL_* - _CLEAR_PED_BLOOD*

*Source: VORPCORE RDR3natives*

Clears all Eagle Eye trails that were registered for entities associated with the specified player.

## Usage

### Lua

```lua
ClearPedEagleEyeTrailsForPlayer(player)

-- always available, by hash
Citizen.InvokeNative(0xE5D3EB37ABC1EB03, player)
```

### JavaScript

```js
ClearPedEagleEyeTrailsForPlayer(player);

// by hash
Citizen.invokeNative('0xE5D3EB37ABC1EB03', player);
```

### C#

```csharp
Function.Call((Hash)0xE5D3EB37ABC1EB03, player);
```

- 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.*
