# PLAYER::_SET_MAX_WANTED_LEVEL_2

- **Hash:** `0xEA6DE0CD15AECBE2`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetMaxWantedLevel_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_MAX_WANTED_LEVEL_2

## Signature

```c
void _SET_MAX_WANTED_LEVEL_2(int maxWantedLevel);
```

## Parameters

- `maxWantedLevel` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetMaxWantedLevel_2(maxWantedLevel)

-- always available, by hash
Citizen.InvokeNative(0xEA6DE0CD15AECBE2, maxWantedLevel)
```

### JavaScript

```js
SetMaxWantedLevel_2(maxWantedLevel);

// by hash
Citizen.invokeNative('0xEA6DE0CD15AECBE2', maxWantedLevel);
```

### C#

```csharp
Function.Call((Hash)0xEA6DE0CD15AECBE2, maxWantedLevel);
```

- 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.*
