# PLAYER::_ENABLE_CUSTOM_DEADEYE_ABILITY

- **Hash:** `0x95EE1DEE1DCD9070`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EnableCustomDeadeyeAbility`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_ENABLE_CUSTOM_DEADEYE_ABILITY

## Signature

```c
void _ENABLE_CUSTOM_DEADEYE_ABILITY(Player player, BOOL enable);
```

## Parameters

- `player` (`Player`)
- `enable` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
EnableCustomDeadeyeAbility(player, enable)

-- always available, by hash
Citizen.InvokeNative(0x95EE1DEE1DCD9070, player, enable)
```

### JavaScript

```js
EnableCustomDeadeyeAbility(player, enable);

// by hash
Citizen.invokeNative('0x95EE1DEE1DCD9070', player, enable);
```

### C#

```csharp
Function.Call((Hash)0x95EE1DEE1DCD9070, player, enable);
```

- 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.*
