# PLAYER::_SET_DEADEYE_TAGGING_CONFIG

- **Hash:** `0x83FCD6921FC8FD05`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetDeadeyeTaggingConfig`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_PLAYER_DEADEYE_TAGGING_CONFIG`
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_DEADEYE_TAGGING_CONFIG

## Signature

```c
void _SET_DEADEYE_TAGGING_CONFIG(Player player, int filter);
```

## Parameters

- `player` (`Player`)
- `filter` (`int`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

old name _SET_DEADEYE_TAGGING_CONFIG 
FILTER_RESTRICTED = 6, Dead Eye Tagging is currently restricted to AI and Animals only...
FILTER_UNRESTRICTED = 7, Dead Eye Tagging is enabled and not restricted...

## Usage

### Lua

```lua
SetDeadeyeTaggingConfig(player, filter)

-- always available, by hash
Citizen.InvokeNative(0x83FCD6921FC8FD05, player, filter)
```

### JavaScript

```js
SetDeadeyeTaggingConfig(player, filter);

// by hash
Citizen.invokeNative('0x83FCD6921FC8FD05', player, filter);
```

### C#

```csharp
Function.Call((Hash)0x83FCD6921FC8FD05, player, filter);
```

- 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.*
