# PLAYER::_SET_BOUNTY_TARGET

- **Hash:** `0x6ADF821FBF21920E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetBountyTarget`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_BOUNTY_TARGET

## Signature

```c
void _SET_BOUNTY_TARGET(Player player, Player target);
```

## Parameters

- `player` (`Player`)
- `target` (`Player`)

## Returns

`void`

## Usage

### Lua

```lua
SetBountyTarget(player, target)

-- always available, by hash
Citizen.InvokeNative(0x6ADF821FBF21920E, player, target)
```

### JavaScript

```js
SetBountyTarget(player, target);

// by hash
Citizen.invokeNative('0x6ADF821FBF21920E', player, target);
```

### C#

```csharp
Function.Call((Hash)0x6ADF821FBF21920E, player, target);
```

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

*Sources: alloc8or RDR3 NativeDB.*
