# PLAYER::_GET_PLAYER_DEAD_EYE_METER_LEVEL

- **Hash:** `0x3A6AE4EEE30370FE`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `GetPlayerDeadEyeMeterLevel`
- **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_DEAD_EYE_METER_LEVEL

## Signature

```c
float _GET_PLAYER_DEAD_EYE_METER_LEVEL(Player player, BOOL p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`BOOL`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetPlayerDeadEyeMeterLevel(player, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3A6AE4EEE30370FE, player, p1, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetPlayerDeadEyeMeterLevel(player, p1);

// by hash
const retval = Citizen.invokeNative('0x3A6AE4EEE30370FE', player, p1, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x3A6AE4EEE30370FE, player, p1);
```

- 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.*
