# PLAYER::_GET_PLAYER_CACHED_DEAD_EYE_AMOUNT

- **Hash:** `0xDF66A37936D5F3D9`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerCachedDeadEyeAmount`
- **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_PLAYER_CACHED_DEAD_EYE_AMOUNT

## Signature

```c
float _GET_PLAYER_CACHED_DEAD_EYE_AMOUNT(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPlayerCachedDeadEyeAmount(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF66A37936D5F3D9, player, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xDF66A37936D5F3D9', player, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0xDF66A37936D5F3D9, 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.*
