# PLAYER::_REGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY

- **Hash:** `0xAC67098A1E54ABB0`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `RegisterEagleEyeTrailsForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_REGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY

## Signature

```c
void _REGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY(Player player, Entity entity, Any p2);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
RegisterEagleEyeTrailsForEntity(player, entity, p2)

-- always available, by hash
Citizen.InvokeNative(0xAC67098A1E54ABB0, player, entity, p2)
```

### JavaScript

```js
RegisterEagleEyeTrailsForEntity(player, entity, p2);

// by hash
Citizen.invokeNative('0xAC67098A1E54ABB0', player, entity, p2);
```

### C#

```csharp
Function.Call((Hash)0xAC67098A1E54ABB0, 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

- [PLAYER::_UNREGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY](https://natives.borderlinerp.com/natives/PLAYER/_UNREGISTER_EAGLE_EYE_TRAILS_FOR_ENTITY.md)

*Sources: alloc8or RDR3 NativeDB.*
