# PLAYER::_EAGLE_EYE_REMOVE_PARTICLE_FX_FROM_ENTITY

- **Hash:** `0xDC5E09D012D759C4`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeRemoveParticleFxFromEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_EAGLE_EYE_REMOVE_PARTICLE_EFFECT_FROM_ENTITY`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_REMOVE_PARTICLE_FX_FROM_ENTITY

## Signature

```c
void _EAGLE_EYE_REMOVE_PARTICLE_FX_FROM_ENTITY(Entity entity1, Entity entity2, int p2);
```

## Parameters

- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `p2` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Clears yellow indicator particle effects from given entity.

*Source: VORPCORE RDR3natives*

Remove yellow particle from the entity when it was set using `0x6ECFC621A168424C` 
entity: entity to remove yellow particles
entity2: same entity as entity
p2: always 0

## Usage

### Lua

```lua
EagleEyeRemoveParticleFxFromEntity(entity1, entity2, p2)

-- always available, by hash
Citizen.InvokeNative(0xDC5E09D012D759C4, entity1, entity2, p2)
```

### JavaScript

```js
EagleEyeRemoveParticleFxFromEntity(entity1, entity2, p2);

// by hash
Citizen.invokeNative('0xDC5E09D012D759C4', entity1, entity2, p2);
```

### C#

```csharp
Function.Call((Hash)0xDC5E09D012D759C4, entity1, entity2, p2);
```

- 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.*
