# Clear Cloaked Attacker
Grammar — Clear the cloaked attack for player player near point point
Flags —Native|Action
Clears the cloaked attack for a player near a point.
# Arguments
- int— Player
- point— Point
Returns — void
native void AIClearCloakedAttacker(int p, point pt);
# Related
Category: AI Advanced / Tactical / Actions
- Set Ignored By Wave — void— AISetIgnoredByWave
- Clear Cloaked Attacker — void— AIClearCloakedAttacker
- Tactical AI - Cast — int— AICast
- Tactical AI - Flee — int— AICastFlee
- Call Original Tactical AI Think — void— AIBaseThink
- Call Unit Ability Tactical Script — void— AIExecuteAbilTactical
- Set Tactical AI Range — void— libNtve_gf_SetTacticalAIRange
- Set Tactical AI Think — void— libNtve_gf_SetTacticalAIThink
- Enable/Disable Tactical For Unit — void— AISetUnitTacticalDisabled
- Enable/Disable Tactical For Unit Group — void— AISetGroupTacticalDisabled
# Examples
mods/core.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1078
    AICast(aiUnit, ord, c_noMarker, c_castHold);
    AIClearCloakedAttacker(player, loc);
    return true;
}
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:13135
                autoD7B3C3D7_var = PlayerGroupNextPlayer(autoD7B3C3D7_g, autoD7B3C3D7_var);
                if (autoD7B3C3D7_var < 0) { break; }
                AIClearCloakedAttacker(autoD7B3C3D7_var, lv_cloakedAttackerLocation[auto62A946DE_var]);
            }
        }
mods/starcoop/starcoop.sc2mod — base.sc2data/TriggerLibs/Tactical/TactTerrAI.galaxy:1058
    AICast(aiUnit, ord, c_noMarker, c_castHold);
    AIClearCloakedAttacker(player, loc);
    g_lastAIScannerSweep = AIGetTime();
    return true;
mods/warcoop/warclassicsystem.sc2mod — base.sc2data/TriggerLibs/Tactical/TacticalAIWar3.galaxy:332
    }
    AICast(aiUnit, ord, c_noMarker, c_castHold);
    AIClearCloakedAttacker(player, loc);
    return true;
}