# PLAYER::_GET_NUM_MARKED_DEADEYE_TARGETS

- **Hash:** `0xCCD9B77F70D31C9D`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetNumMarkedDeadeyeTargets`
- **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_NUM_MARKED_DEADEYE_TARGETS

## Signature

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

## Parameters

- `player` (`Player`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetNumMarkedDeadeyeTargets(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCCD9B77F70D31C9D, player, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xCCD9B77F70D31C9D', player, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCCD9B77F70D31C9D, 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.

*Sources: alloc8or RDR3 NativeDB.*
