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	<title>ResetPlayerNameplateVisibleFor - Revision history</title>
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	<updated>2026-09-19T08:19:21Z</updated>
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		<id>https://g1r-mp.com/wiki/index.php?title=ResetPlayerNameplateVisibleFor&amp;diff=846&amp;oldid=prev</id>
		<title>QCherry: Document universal per-observer nameplates and test resource available from update 0.1.3</title>
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		<updated>2026-09-09T03:08:36Z</updated>

		<summary type="html">&lt;p&gt;Document universal per-observer nameplates and test resource available from update 0.1.3&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= resetPlayerNameplateVisibleFor =&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#fff5f5; border:1px solid #d13b3b; border-left:5px solid #d13b3b; color:#111111; padding:0.85rem 1rem; margin:0.75rem 0 1rem;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#111111; font-weight:bold; letter-spacing:0.04em;&amp;quot;&amp;gt;AVAILABLE FROM UPDATE 0.1.3&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#111111; margin-top:0.25rem;&amp;quot;&amp;gt;This function is available in G1R:MP 0.1.3 and later. The contract below includes the compatibility guarantees introduced in that update.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removes only the calling resource&amp;#039;s whole-label visibility override for one observer/target pair.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
bool resetPlayerNameplateVisibleFor(int observerId, int targetId)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Type !! Required !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;observerId&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;int&amp;lt;/code&amp;gt; || yes || The connected human player who will see the label.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;targetId&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;int&amp;lt;/code&amp;gt; || yes || The different connected human player whose overhead label is controlled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Returns ==&lt;br /&gt;
Returns &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; when the owned field is removed or was already absent; &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; for an invalid pair/service or a field owned by another resource.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
Resume inheritance from the current global setting:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot; line&amp;gt;&lt;br /&gt;
resetPlayerNameplateVisibleFor(observerId, targetId)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Available only in server-side resource scripts.&lt;br /&gt;
* The ordered pair is observer -&amp;gt; target; the reverse pair is independent. Both IDs must be distinct, connected session IDs, not persistent character IDs or NPC IDs.&lt;br /&gt;
* Each field resolves independently: explicit pair override, then the target&amp;#039;s current global field, then the native default. Getters expose server policy, not whether pixels are currently rendered.&lt;br /&gt;
* No built-in acquaintance database or gamemode permission policy is assumed. See [[Observer nameplates]] for resource ownership, limits, persistence and privacy boundaries.&lt;br /&gt;
* A pair field is exclusively owned by the resource that first sets it. Another resource cannot overwrite or reset that field; other fields remain independent. An absent reset and an identical owned write are successful no-ops.&lt;br /&gt;
* Pair overrides survive leaving the synchronization range, but are cleared for both endpoints on disconnect and for their owning resource on stop. State is replayed reliably when the target becomes relevant again; no database persistence is automatic.&lt;br /&gt;
* Limits default to 250,000 active pairs globally and per resource, with a per-resource mutation token bucket of 4,096/s and an 8,192 burst. New/changed non-reset writes consume tokens; resets and cleanup do not. See the guide for configuration keys.&lt;br /&gt;
* Does not restore a saved global snapshot or clear another field. The current target fallback is used immediately in server state; rendering remains asynchronous.&lt;br /&gt;
* PascalCase alias: &amp;lt;code&amp;gt;ResetPlayerNameplateVisibleFor&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lua Functions]]&lt;br /&gt;
[[Category:Server Functions]]&lt;br /&gt;
[[Category:Player Functions]]&lt;br /&gt;
[[Category:Nameplate Functions]]&lt;/div&gt;</summary>
		<author><name>QCherry</name></author>
	</entry>
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