RedM Natives

_RESET_DEADEYE_AURA_EFFECT

Resets any aura effects applied to entities for a specific player in Deadeye mode, returning all aura-related visuals to their default state.

Hash0xE910932F4B30BE23
Runtime nameResetDeadeyeAuraEffect
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _RESET_DEADEYE_AURA_EFFECT(Player player);

Parameters

NameTypeDescription
playerPlayer—

Returns void

Description

alloc8or RDR3 NativeDB

Resets any aura effects applied to entities for a specific player in Deadeye mode, returning all aura-related visuals to their default state. This function is primarily used to remove any highlighting or aura effects set by PLAYER::_SET_DEADEYE_ENTITY_AURA_EFFECT (0x2B12B6FC8B8772AB) and `PLAYER::_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY` (0x131E294EF60160DF).

Example usage:
PLAYER::_RESET_DEADEYE_AURA_EFFECT(PLAYER::PLAYER_ID());
Resets all aura effects and intensity changes for the player, removing entity highlights and restoring default visuals after Deadeye.

Video: https://imgur.com/gallery/0xe910932f4b30be23-tjviTeU

VORPCORE RDR3natives

Resets any aura effects applied to entities for a specific player in Deadeye mode, returning all aura-related visuals to their default state. This function is primarily used to remove any highlighting or aura effects set by `_SET_DEADEYE_ENTITY_AURA - 0x2B12B6FC8B8772AB and _SET_DEADEYE_ENTITY_AURA_INTENSITY - 0x131E294EF60160DF`

Usage

Lua
ResetDeadeyeAuraEffect(player)

-- always works, by hash
Citizen.InvokeNative(0xE910932F4B30BE23, player)
JavaScript and C#
JavaScript
ResetDeadeyeAuraEffect(player);

// by hash
Citizen.invokeNative('0xE910932F4B30BE23', player);
C#
Function.Call((Hash)0xE910932F4B30BE23, 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 · VORPCORE RDR3natives

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