# PLAYER::_ENABLE_EAGLEEYE

- **Hash:** `0xA63FCAD3A6FEC6D2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EnableEagleeye`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_ENABLE_EAGLEEYE

## Signature

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

## Parameters

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

## Returns

`void`

## Description

(Un)lock Eagle Eye functionality

## Usage

### Lua

```lua
EnableEagleeye(player, enable)

-- always available, by hash
Citizen.InvokeNative(0xA63FCAD3A6FEC6D2, player, enable)
```

### JavaScript

```js
EnableEagleeye(player, enable);

// by hash
Citizen.invokeNative('0xA63FCAD3A6FEC6D2', player, enable);
```

### C#

```csharp
Function.Call((Hash)0xA63FCAD3A6FEC6D2, 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.*
