RedM Natives

_IS_SPECIAL_ABILITY_ENABLED

Checks if the player's Deadeye ability is enabled.

Hash0xDE6C85975F9D4894
Runtime nameIsSpecialAbilityEnabled
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _IS_SPECIAL_ABILITY_ENABLED(Player player);

Parameters

NameTypeDescription
playerPlayer—

Returns BOOL

Description

Checks if the player's Deadeye ability is enabled.

Example usage:

if (PLAYER::_IS_SPECIAL_ABILITY_ENABLED(PLAYER::PLAYER_ID())) {
    // Execute logic when Deadeye is enabled
}

This function does not activate or modify the Deadeye ability but simply checks its status.

Image : https://imgur.com/gallery/0xde6c85975f9d4894-MS4KeUL

Usage

Lua
local retval = IsSpecialAbilityEnabled(player)

-- always works, by hash
local retval = Citizen.InvokeNative(0xDE6C85975F9D4894, player, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = IsSpecialAbilityEnabled(player);

// by hash
const retval = Citizen.invokeNative('0xDE6C85975F9D4894', player, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0xDE6C85975F9D4894, 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.