_ANIMPOSTFX_SET_POTENCY
Health Core Effect Filter Potency: p1 = 1 Stamina Core Effect Filter Potency: p1 = 2 Multiple Core Effect Filter Potency: p1 = 3
Hash
0xF972F0AB16DC5260Runtime name
AnimpostfxSetPotencyNamespaceGRAPHICS
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _ANIMPOSTFX_SET_POTENCY(const char* effectName, int p1, float potency);Parameters
| Name | Type | Description |
|---|---|---|
effectName | const char* | — |
p1 | int | — |
potency | float | — |
Returns void
Description
Health Core Effect Filter Potency: p1 = 1
Stamina Core Effect Filter Potency: p1 = 2
Multiple Core Effect Filter Potency: p1 = 3
Usage
AnimpostfxSetPotency(effectName, p1, potency)
-- always works, by hash
Citizen.InvokeNative(0xF972F0AB16DC5260, effectName, p1, potency)JavaScript and C#
AnimpostfxSetPotency(effectName, p1, potency);
// by hash
Citizen.invokeNative('0xF972F0AB16DC5260', effectName, p1, potency + 0.0000001);Function.Call((Hash)0xF972F0AB16DC5260, effectName, p1, potency);- Float parameters: Lua integers (
10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to non-zero floats for the same reason. - The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
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