RedM Natives

_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY

Applies a customizable aura effect to nearby entities when Deadeye is active, with control over aura intensity and additional behavior based on a flag parameter.

Hash0x131E294EF60160DF
Runtime nameSetDeadeyeEntityAuraEffectIntensity
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG

Signature

void _SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY(Player player, float p1, float p2, float p3, float auraIntensity, int flag);

Parameters

NameTypeDescription
playerPlayer—
p1float—
p2float—
p3float—
auraIntensityfloat—
flagint—

Returns void

Description

alloc8or RDR3 NativeDB

Applies a customizable aura effect to nearby entities when Deadeye is active, with control over aura intensity and additional behavior based on a flag parameter.

auraIntensity: maximum value of 1.0. Represents how strong the aura appears on nearby entities.
flag: 2: Applies aura to humans, 4: Applies aura to animals

Example usage:
PLAYER::_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY(PLAYER::PLAYER_ID(), 0.0, 0.0, 0.0, 1.0, 8);
Applies a maximum intensity aura effect to all nearby entities while Deadeye is active.

Screenshot: https://imgur.com/gallery/0x131e294ef60160df-zNQ6Pc0

VORPCORE RDR3natives

Applies a customizable aura effect to nearby entities when Deadeye is active, with control over aura intensity and additional behavior based on a flag parameter.
- flag (int): A flag that determines the behavior of the aura effect and which entities are affected. 2: Applies aura to humans. 4: Applies aura to animals.

Usage

Lua
SetDeadeyeEntityAuraEffectIntensity(player, p1, p2, p3, auraIntensity, flag)

-- always works, by hash
Citizen.InvokeNative(0x131E294EF60160DF, player, p1, p2, p3, auraIntensity, flag)
JavaScript and C#
JavaScript
SetDeadeyeEntityAuraEffectIntensity(player, p1, p2, p3, auraIntensity, flag);

// by hash
Citizen.invokeNative('0x131E294EF60160DF', player, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, auraIntensity + 0.0000001, flag);
C#
Function.Call((Hash)0x131E294EF60160DF, player, p1, p2, p3, auraIntensity, flag);
  • 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.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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