# PLAYER::_GET_DEADEYE_ABILITY_LEVEL

- **Hash:** `0xCCE7C695C164C35F`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetDeadeyeAbilityLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_GET_DEADEYE_ABILITY_LEVEL

## Signature

```c
int _GET_DEADEYE_ABILITY_LEVEL(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetDeadeyeAbilityLevel(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCCE7C695C164C35F, player, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetDeadeyeAbilityLevel(player);

// by hash
const retval = Citizen.invokeNative('0xCCE7C695C164C35F', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCCE7C695C164C35F, player);
```

- 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.

## See also

- [PLAYER::_SET_DEADEYE_ABILITY_LEVEL](https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_ABILITY_LEVEL.md) — Max level is 5.

*Sources: alloc8or RDR3 NativeDB.*
