# PLAYER::_EAGLE_EYE_SET_PARTICLE_FX_TO_ENTITY

- **Hash:** `0x6ECFC621A168424C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeSetParticleFxToEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_EAGLE_EYE_ADD_PARTICLE_EFFECT_TO_ENTITY`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_SET_PARTICLE_FX_TO_ENTITY

## Signature

```c
void _EAGLE_EYE_SET_PARTICLE_FX_TO_ENTITY(Entity entity1, Entity entity2, int p2, float heading);
```

## Parameters

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

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Adds yellow indicator particle effects to given entity.
Image: https://imgur.com/a/cbldo35

*Source: VORPCORE RDR3natives*

Add a yellow particle to the entity.
entity: entity to apply yellow particle
entity2: same entity as entit
p2: always 
p3: always 0

## Usage

### Lua

```lua
EagleEyeSetParticleFxToEntity(entity1, entity2, p2, heading)

-- always available, by hash
Citizen.InvokeNative(0x6ECFC621A168424C, entity1, entity2, p2, heading)
```

### JavaScript

```js
EagleEyeSetParticleFxToEntity(entity1, entity2, p2, heading);

// by hash
Citizen.invokeNative('0x6ECFC621A168424C', entity1, entity2, p2, heading + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x6ECFC621A168424C, entity1, entity2, p2, heading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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.*
