RedM Natives

_EAGLE_EYE_SET_COLOR

Hash0x2C41D93F550D5E37
Runtime nameEagleEyeSetColor
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _EAGLE_EYE_SET_COLOR(Player player, BOOL p1, Any* p2);

Parameters

NameTypeDescription
playerPlayer—
p1BOOL—
p2Any*—

Returns void

Description

false: default eagleeye color
true: green eagleeye color

Usage

Lua
local p2 = EagleEyeSetColor(player, p1, p2)

-- always works, by hash
local p2 = Citizen.InvokeNative(0x2C41D93F550D5E37, player, p1, Citizen.PointerValueIntInitialized(p2))
JavaScript and C#
JavaScript
const p2 = EagleEyeSetColor(player, p1, p2);

// by hash
const p2 = Citizen.invokeNative('0x2C41D93F550D5E37', player, p1, Citizen.pointerValueIntInitialized(p2));
C#
var p2 = new OutputArgument();
Function.Call((Hash)0x2C41D93F550D5E37, player, p1, p2);
// p2.GetResult<int>()
  • The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.
  • 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.