RedM Natives

_REGISTER_EAGLE_EYE_FOR_ENTITY

Used for setting up eagle eye for entity

Hash0x543DFE14BE720027
Runtime nameRegisterEagleEyeForEntity
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _REGISTER_EAGLE_EYE_FOR_ENTITY(Player player, Entity entity, BOOL p2);

Parameters

NameTypeDescription
playerPlayer—
entityEntity—
p2BOOL—

Returns void

Description

Used for setting up eagle eye for entity
Params: p2 = re-register or not?

Usage

Lua
RegisterEagleEyeForEntity(player, entity, p2)

-- always works, by hash
Citizen.InvokeNative(0x543DFE14BE720027, player, entity, p2)
JavaScript and C#
JavaScript
RegisterEagleEyeForEntity(player, entity, p2);

// by hash
Citizen.invokeNative('0x543DFE14BE720027', player, entity, p2);
C#
Function.Call((Hash)0x543DFE14BE720027, player, entity, p2);
  • 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.

See also

Sources

alloc8or RDR3 NativeDB

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