RedM Natives

_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.

Hash0x768E81AE285A4B67
Runtime nameSetPlayerDeadEyeAuraByHash
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_PLAYER_DEAD_EYE_AURA_BY_HASH(Player player, Hash auraHash);

Parameters

NameTypeDescription
playerPlayer—
auraHashHash—

Returns void

Description

alloc8or RDR3 NativeDB

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*

VORPCORE RDR3natives

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

Lua
SetPlayerDeadEyeAuraByHash(player, auraHash)

-- always works, by hash
Citizen.InvokeNative(0x768E81AE285A4B67, player, auraHash)
JavaScript and C#
JavaScript
SetPlayerDeadEyeAuraByHash(player, auraHash);

// by hash
Citizen.invokeNative('0x768E81AE285A4B67', player, auraHash);
C#
Function.Call((Hash)0x768E81AE285A4B67, player, auraHash);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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