# PLAYER::_SET_BOW_DRAW_REDUCTION_TIME_IN_DEADEYE

- **Hash:** `0xBE0C524970892D41`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetBowDrawReductionTimeInDeadeye`
- **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_BOW_DRAW_REDUCTION_TIME_IN_DEADEYE

## Signature

```c
void _SET_BOW_DRAW_REDUCTION_TIME_IN_DEADEYE(Player player, float drawReductionTime);
```

## Parameters

- `player` (`Player`)
- `drawReductionTime` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetBowDrawReductionTimeInDeadeye(player, drawReductionTime)

-- always available, by hash
Citizen.InvokeNative(0xBE0C524970892D41, player, drawReductionTime)
```

### JavaScript

```js
SetBowDrawReductionTimeInDeadeye(player, drawReductionTime);

// by hash
Citizen.invokeNative('0xBE0C524970892D41', player, drawReductionTime + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xBE0C524970892D41, player, drawReductionTime);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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.*
