# PLAYER::_SET_DEADEYE_ABILITY_LOCKED

- **Hash:** `0x2797B8D66DD0EBB8`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDeadeyeAbilityLocked`
- **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_DEADEYE_ABILITY_LOCKED

## Signature

```c
void _SET_DEADEYE_ABILITY_LOCKED(Player player, int abilityType, BOOL toggle);
```

## Parameters

- `player` (`Player`)
- `abilityType` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDeadeyeAbilityLocked(player, abilityType, toggle)

-- always available, by hash
Citizen.InvokeNative(0x2797B8D66DD0EBB8, player, abilityType, toggle)
```

### JavaScript

```js
SetDeadeyeAbilityLocked(player, abilityType, toggle);

// by hash
Citizen.invokeNative('0x2797B8D66DD0EBB8', player, abilityType, toggle);
```

### C#

```csharp
Function.Call((Hash)0x2797B8D66DD0EBB8, player, abilityType, toggle);
```

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

*Sources: alloc8or RDR3 NativeDB.*
