# UITUTORIAL::_UITUTORIAL_SET_RPG_ICON_VISIBILITY

- **Hash:** `0xC116E6DF68DCE667`
- **Namespace:** UITUTORIAL
- **Runtime name (Lua/JS):** `UitutorialSetRpgIconVisibility`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UITUTORIAL/_UITUTORIAL_SET_RPG_ICON_VISIBILITY

## Signature

```c
void _UITUTORIAL_SET_RPG_ICON_VISIBILITY(int rpgIcon, int visibility);
```

## Parameters

- `rpgIcon` (`int`)
- `visibility` (`int`)

## Returns

`void`

## Description

enum eRpgIcons
{
	ICON_STAMINA,
	ICON_STAMINA_CORE,
	ICON_DEADEYE,
	ICON_DEADEYE_CORE,
	ICON_HEALTH,
	ICON_HEALTH_CORE,
	ICON_HORSE_HEALTH,
	ICON_HORSE_HEALTH_CORE,
	ICON_HORSE_STAMINA,
	ICON_HORSE_STAMINA_CORE,
	ICON_HORSE_COURAGE,
	ICON_HORSE_COURAGE_CORE
};

enum eRpgIconVisibility
{
	ICON_VISIBILITY_WAIT_TO_HIDE,
	ICON_VISIBILITY_ALWAYS_SHOW,
	ICON_VISIBILITY_ALWAYS_HIDE,
	ICON_VISIBILITY_ALWAYS_BLINK
};

## Usage

### Lua

```lua
UitutorialSetRpgIconVisibility(rpgIcon, visibility)

-- always available, by hash
Citizen.InvokeNative(0xC116E6DF68DCE667, rpgIcon, visibility)
```

### JavaScript

```js
UitutorialSetRpgIconVisibility(rpgIcon, visibility);

// by hash
Citizen.invokeNative('0xC116E6DF68DCE667', rpgIcon, visibility);
```

### C#

```csharp
Function.Call((Hash)0xC116E6DF68DCE667, rpgIcon, visibility);
```

- 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.*
