# PLAYER::_EAGLE_EYE_SET_COLOR

- **Hash:** `0x2C41D93F550D5E37`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeSetColor`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_COLOR

## Signature

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

## Parameters

- `player` (`Player`)
- `p1` (`BOOL`)
- `p2` (`Any*`)

## Returns

`void`

## Description

false: default eagleeye color
true: green eagleeye color

## Usage

### Lua

```lua
local p2 = EagleEyeSetColor(player, p1, p2)

-- always available, by hash
local p2 = Citizen.InvokeNative(0x2C41D93F550D5E37, player, p1, Citizen.PointerValueIntInitialized(p2))
```

### JavaScript

```js
const p2 = EagleEyeSetColor(player, p1, p2);

// by hash
const p2 = Citizen.invokeNative('0x2C41D93F550D5E37', player, p1, Citizen.pointerValueIntInitialized(p2));
```

### C#

```csharp
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.*
