# PLAYER::_SET_DEADEYE_ABILITY_LEVEL

- **Hash:** `0xF0FE8E790BFEB5BB`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDeadeyeAbilityLevel`
- **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_LEVEL

## Signature

```c
void _SET_DEADEYE_ABILITY_LEVEL(Player player, int level);
```

## Parameters

- `player` (`Player`)
- `level` (`int`)

## Returns

`void`

## Description

Max level is 5.

## Usage

### Lua

```lua
SetDeadeyeAbilityLevel(player, level)

-- always available, by hash
Citizen.InvokeNative(0xF0FE8E790BFEB5BB, player, level)
```

### JavaScript

```js
SetDeadeyeAbilityLevel(player, level);

// by hash
Citizen.invokeNative('0xF0FE8E790BFEB5BB', player, level);
```

### C#

```csharp
Function.Call((Hash)0xF0FE8E790BFEB5BB, player, level);
```

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

*Sources: alloc8or RDR3 NativeDB.*
