# PLAYER::_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY

- **Hash:** `0x131E294EF60160DF`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDeadeyeEntityAuraEffectIntensity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_ENTITY_AURA_EFFECT_INTENSITY

## Signature

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

## Parameters

- `player` (`Player`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`float`)
- `auraIntensity` (`float`)
- `flag` (`int`)

## Returns

`void`

## Description

*Source: 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

*Source: 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

```lua
SetDeadeyeEntityAuraEffectIntensity(player, p1, p2, p3, auraIntensity, flag)

-- always available, by hash
Citizen.InvokeNative(0x131E294EF60160DF, player, p1, p2, p3, auraIntensity, flag)
```

### JavaScript

```js
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#

```csharp
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.*
