# PLAYER::_IS_EAGLE_EYE_REGISTERED_FOR_ENTITY

- **Hash:** `0x0E6846476906C9DD`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsEagleEyeRegisteredForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_IS_EAGLE_EYE_REGISTERED_FOR_ENTITY

## Signature

```c
BOOL _IS_EAGLE_EYE_REGISTERED_FOR_ENTITY(Player player, Entity entity);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEagleEyeRegisteredForEntity(player, entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0E6846476906C9DD, player, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEagleEyeRegisteredForEntity(player, entity);

// by hash
const retval = Citizen.invokeNative('0x0E6846476906C9DD', player, entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0E6846476906C9DD, player, entity);
```

- 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.*
