{"hash":"0x2C41D93F550D5E37","ns":"PLAYER","name":"_EAGLE_EYE_SET_COLOR","slug":"_EAGLE_EYE_SET_COLOR","official":false,"named":true,"luaName":"EagleEyeSetColor","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"player","type":"Player"},{"name":"p1","type":"BOOL"},{"name":"p2","type":"Any*"}],"summary":"","descriptions":[{"source":"alloc8or","format":"text","body":"false: default eagleeye color\ntrue: green eagleeye color"}],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":2,"url":"https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_COLOR","markdownUrl":"https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_COLOR.md","snippets":{"lua":"local p2 = EagleEyeSetColor(player, p1, p2)","luaInvoke":"local p2 = Citizen.InvokeNative(0x2C41D93F550D5E37, player, p1, Citizen.PointerValueIntInitialized(p2))","js":"const p2 = EagleEyeSetColor(player, p1, p2);","jsInvoke":"const p2 = Citizen.invokeNative('0x2C41D93F550D5E37', player, p1, Citizen.pointerValueIntInitialized(p2));","csharp":"var p2 = new OutputArgument();\nFunction.Call((Hash)0x2C41D93F550D5E37, player, p1, p2);\n// p2.GetResult<int>()","notes":["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."]}}