# PLAYER::_MODIFY_INFINITE_TRAIL_VISION

- **Hash:** `0x28A13BF6B05C3D83`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `ModifyInfiniteTrailVision`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_MODIFY_INFINITE_TRAIL_VISION

## Signature

```c
void _MODIFY_INFINITE_TRAIL_VISION(Player player, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

Toggle handles wether Deadeye and Eagleeye are infinite or not.

## Usage

### Lua

```lua
ModifyInfiniteTrailVision(player, toggle)

-- always available, by hash
Citizen.InvokeNative(0x28A13BF6B05C3D83, player, toggle)
```

### JavaScript

```js
ModifyInfiniteTrailVision(player, toggle);

// by hash
Citizen.invokeNative('0x28A13BF6B05C3D83', player, toggle);
```

### C#

```csharp
Function.Call((Hash)0x28A13BF6B05C3D83, player, toggle);
```

- 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.*
