# PLAYER::_SET_DEADEYE_ABILITY_DEPLETION_DELAY

- **Hash:** `0x870634493CB4372C`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDeadeyeAbilityDepletionDelay`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_ABILITY_DEPLETION_DELAY

## Signature

```c
void _SET_DEADEYE_ABILITY_DEPLETION_DELAY(Player player, float delay);
```

## Parameters

- `player` (`Player`)
- `delay` (`float`)

## Returns

`void`

## Description

Only used in R* SP Script short_update

## Usage

### Lua

```lua
SetDeadeyeAbilityDepletionDelay(player, delay)

-- always available, by hash
Citizen.InvokeNative(0x870634493CB4372C, player, delay)
```

### JavaScript

```js
SetDeadeyeAbilityDepletionDelay(player, delay);

// by hash
Citizen.invokeNative('0x870634493CB4372C', player, delay + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x870634493CB4372C, player, delay);
```

- 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.

## See also

- [PLAYER::_GET_DEADEYE_ABILITY_DEPLETION_DELAY](https://natives.borderlinerp.com/natives/PLAYER/_GET_DEADEYE_ABILITY_DEPLETION_DELAY.md) — Returns the depletion delay value for the Deadeye ability that was previously set using `PLAYER::_SET_DEADEYE_ABILITY_DEPLETION_DELAY` (0x870634493CB4372C).

*Sources: alloc8or RDR3 NativeDB.*
