# PLAYER::_EAGLE_EYE_SET_FOCUS_ON_ASSOCIATED_CLUE_TRAIL

- **Hash:** `0x2AF423D6ECB2C485`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeSetFocusOnAssociatedClueTrail`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_FOCUS_ON_ASSOCIATED_CLUE_TRAIL

## Signature

```c
void _EAGLE_EYE_SET_FOCUS_ON_ASSOCIATED_CLUE_TRAIL(Player player, Entity linkedWaypointPed);
```

## Parameters

- `player` (`Player`)
- `linkedWaypointPed` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
EagleEyeSetFocusOnAssociatedClueTrail(player, linkedWaypointPed)

-- always available, by hash
Citizen.InvokeNative(0x2AF423D6ECB2C485, player, linkedWaypointPed)
```

### JavaScript

```js
EagleEyeSetFocusOnAssociatedClueTrail(player, linkedWaypointPed);

// by hash
Citizen.invokeNative('0x2AF423D6ECB2C485', player, linkedWaypointPed);
```

### C#

```csharp
Function.Call((Hash)0x2AF423D6ECB2C485, player, linkedWaypointPed);
```

- 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.*
