RedM Natives

_SET_DEADEYE_ENTITY_AURA_EFFECT

Applies an aura effect to nearby entities when Deadeye is active, based on a flag parameter.

Hash0x2B12B6FC8B8772AB
Runtime nameSetDeadeyeEntityAuraEffect
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_SET_DEADEYE_ENTITY_AURA

Signature

void _SET_DEADEYE_ENTITY_AURA_EFFECT(Player player, int flag);

Parameters

NameTypeDescription
playerPlayer—
flagint—

Returns void

Description

alloc8or RDR3 NativeDB

Applies an aura effect to nearby entities when Deadeye is active, based on a flag parameter. This includes humans, animals, vehicles, and horses pulling those vehicles. Additionally, depending on the flag value, the player's appearance may change (e.g., turning gray).

Example usage:
PLAYER::_SET_DEADEYE_ENTITY_AURA_EFFECT(PLAYER::PLAYER_ID(), 3);
Applies an aura effect to nearby entities, and the player turns gray by default when flag is set to 8.

Video: https://youtu.be/Mgb1N9_6Htc

VORPCORE RDR3natives

Applies a aura effect to nearby entities when Deadeye is active, based on a flag parameter. This includes humans, animals, vehicles, and horses pulling those vehicles. Additionally, depending on the flag value, the player's appearance may change (e.g., turning gray).
- flag (int): A flag that determines the behavior of the aura effect. 2 means people 4 means animal etc.

Usage

Lua
SetDeadeyeEntityAuraEffect(player, flag)

-- always works, by hash
Citizen.InvokeNative(0x2B12B6FC8B8772AB, player, flag)
JavaScript and C#
JavaScript
SetDeadeyeEntityAuraEffect(player, flag);

// by hash
Citizen.invokeNative('0x2B12B6FC8B8772AB', player, flag);
C#
Function.Call((Hash)0x2B12B6FC8B8772AB, player, flag);
  • 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 · VORPCORE RDR3natives

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