RedM Natives

_EAGLE_EYE_ARE_ALL_TRAILS_HIDDEN

Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.

Hash0xA62BBAAE67A05BB0
Runtime nameEagleEyeAreAllTrailsHidden
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _EAGLE_EYE_ARE_ALL_TRAILS_HIDDEN(Player player);

Parameters

NameTypeDescription
playerPlayer—

Returns BOOL

Description

Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.
Images:
- https://imgur.com/gallery/0x330ca55a3647fa1c-0xa62bbaae67a05bb0-Lpzt2Yi
- https://imgur.com/gallery/0x330ca55a3647fa1c-0xa62bbaae67a05bb0-yLA6GBk

Usage

Lua
local retval = EagleEyeAreAllTrailsHidden(player)

-- always works, by hash
local retval = Citizen.InvokeNative(0xA62BBAAE67A05BB0, player, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = EagleEyeAreAllTrailsHidden(player);

// by hash
const retval = Citizen.invokeNative('0xA62BBAAE67A05BB0', player, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0xA62BBAAE67A05BB0, 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.