{"hash":"0x131E294EF60160DF","ns":"PLAYER","name":"_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY","slug":"_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY","official":false,"named":true,"luaName":"SetDeadeyeEntityAuraEffectIntensity","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"player","type":"Player"},{"name":"p1","type":"float"},{"name":"p2","type":"float"},{"name":"p3","type":"float"},{"name":"auraIntensity","type":"float"},{"name":"flag","type":"int"}],"summary":"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.","descriptions":[{"source":"alloc8or","format":"text","body":"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.\n\nauraIntensity: maximum value of 1.0. Represents how strong the aura appears on nearby entities.\nflag: 2: Applies aura to humans, 4: Applies aura to animals\n\nExample usage:\nPLAYER::_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY(PLAYER::PLAYER_ID(), 0.0, 0.0, 0.0, 1.0, 8);\nApplies a maximum intensity aura effect to all nearby entities while Deadeye is active.\n\nScreenshot: https://imgur.com/gallery/0x131e294ef60160df-zNQ6Pc0"},{"source":"vorp","format":"text","body":"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.\n- 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."}],"examples":[],"aliases":["_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG"],"enums":[],"related":[],"build":"1207","sources":["alloc8or","vorp"],"doc":2,"url":"https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY","markdownUrl":"https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY.md","snippets":{"lua":"SetDeadeyeEntityAuraEffectIntensity(player, p1, p2, p3, auraIntensity, flag)","luaInvoke":"Citizen.InvokeNative(0x131E294EF60160DF, player, p1, p2, p3, auraIntensity, flag)","js":"SetDeadeyeEntityAuraEffectIntensity(player, p1, p2, p3, auraIntensity, flag);","jsInvoke":"Citizen.invokeNative('0x131E294EF60160DF', player, p1 + 0.0000001, p2 + 0.0000001, p3 + 0.0000001, auraIntensity + 0.0000001, flag);","csharp":"Function.Call((Hash)0x131E294EF60160DF, player, p1, p2, p3, auraIntensity, flag);","notes":["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."]}}