_SET_PLAYER_DEAD_EYE_AURA_BY_HASH
Sets the aura color for entities that the player can target in Deadeye mode, based on a specific hash value.
0x768E81AE285A4B67SetPlayerDeadEyeAuraByHashSignature
void _SET_PLAYER_DEAD_EYE_AURA_BY_HASH(Player player, Hash auraHash);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
auraHash | Hash | — |
Returns void
Description
Sets the aura color for entities that the player can target in Deadeye mode, based on a specific hash value.
Known hash :
- 1014693585
- 1936842089
- 1979474018
Example usage:
PLAYER::_SET_PLAYER_DEAD_EYE_AURA_BY_HASH(PLAYER::PLAYER_ID(), 1014693585);
Video: https://imgur.com/gallery/0x768e81ae285a4b67-LzWAwBc
Previous name: _SET_PLAYER_STAT_FLAG_HASH
_N*, _O* or _PE*
Sets the aura color for entities that the player can target in Deadeye mode, based on a specific hash value. This Native was previously named SetPlayerStatFlagHash, but it has been re-evaluated and renamed to better reflect its function in controlling the Deadeye aura color for targeted entities
some colors
0: Default aura
1014693585
1936842089
1979474018
Usage
SetPlayerDeadEyeAuraByHash(player, auraHash)
-- always works, by hash
Citizen.InvokeNative(0x768E81AE285A4B67, player, auraHash)JavaScript and C#
SetPlayerDeadEyeAuraByHash(player, auraHash);
// by hash
Citizen.invokeNative('0x768E81AE285A4B67', player, auraHash);Function.Call((Hash)0x768E81AE285A4B67, player, auraHash);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("name")or a backtick literal like`name`. - The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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