# PLAYER::_IS_SPECIAL_ABILITY_ENABLED

- **Hash:** `0xDE6C85975F9D4894`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `IsSpecialAbilityEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_IS_SPECIAL_ABILITY_ENABLED

## Signature

```c
BOOL _IS_SPECIAL_ABILITY_ENABLED(Player player);
```

## Parameters

- `player` (`Player`)

## 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

```lua
local retval = IsSpecialAbilityEnabled(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDE6C85975F9D4894, player, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xDE6C85975F9D4894', player, Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
