_SET_DEADEYE_ENTITY_AURA_EFFECT
Applies an aura effect to nearby entities when Deadeye is active, based on a flag parameter.
0x2B12B6FC8B8772ABSetDeadeyeEntityAuraEffect_SET_DEADEYE_ENTITY_AURASignature
void _SET_DEADEYE_ENTITY_AURA_EFFECT(Player player, int flag);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
flag | int | — |
Returns void
Description
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
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
SetDeadeyeEntityAuraEffect(player, flag)
-- always works, by hash
Citizen.InvokeNative(0x2B12B6FC8B8772AB, player, flag)JavaScript and C#
SetDeadeyeEntityAuraEffect(player, flag);
// by hash
Citizen.invokeNative('0x2B12B6FC8B8772AB', player, flag);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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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