# PLAYER::_SET_LOCKON_FOCUS_FIRE_VFX

- **Hash:** `0x5F8E0303C229C84B`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetLockonFocusFireVfx`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_LOCKON_FOCUS_FIRE_VFX

## Signature

```c
void _SET_LOCKON_FOCUS_FIRE_VFX(Player player, const char* p1);
```

## Parameters

- `player` (`Player`)
- `p1` (`const char*`)

## Returns

`void`

## Description

Focus Fire VFX start for player: p1 = focusfire

## Usage

### Lua

```lua
SetLockonFocusFireVfx(player, p1)

-- always available, by hash
Citizen.InvokeNative(0x5F8E0303C229C84B, player, p1)
```

### JavaScript

```js
SetLockonFocusFireVfx(player, p1);

// by hash
Citizen.invokeNative('0x5F8E0303C229C84B', player, p1);
```

### C#

```csharp
Function.Call((Hash)0x5F8E0303C229C84B, player, p1);
```

- 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.*
