# PLAYER::_UNREGISTER_EAGLE_EYE_FOR_ENTITY

- **Hash:** `0x9DAE1380CC5C6451`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `UnregisterEagleEyeForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_UNREGISTER_EAGLE_EYE_FOR_ENTITY

## Signature

```c
void _UNREGISTER_EAGLE_EYE_FOR_ENTITY(Player player, Entity entity);
```

## Parameters

- `player` (`Player`)
- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
UnregisterEagleEyeForEntity(player, entity)

-- always available, by hash
Citizen.InvokeNative(0x9DAE1380CC5C6451, player, entity)
```

### JavaScript

```js
UnregisterEagleEyeForEntity(player, entity);

// by hash
Citizen.invokeNative('0x9DAE1380CC5C6451', player, entity);
```

### C#

```csharp
Function.Call((Hash)0x9DAE1380CC5C6451, player, entity);
```

- 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.

## See also

- [PLAYER::_REGISTER_EAGLE_EYE_FOR_ENTITY](https://natives.borderlinerp.com/natives/PLAYER/_REGISTER_EAGLE_EYE_FOR_ENTITY.md) — Used for setting up eagle eye for entity

*Sources: alloc8or RDR3 NativeDB.*
