_SET_LOCAL_PLAYER_DAMAGE_MULTIPLIER_FOR_PLAYER
Hash
0xD041A32992A55F84Runtime name
SetLocalPlayerDamageMultiplierForPlayerNamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_LOCAL_PLAYER_DAMAGE_MULTIPLIER_FOR_PLAYER(Player player, float damageMultiplier);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
damageMultiplier | float | — |
Returns void
Usage
SetLocalPlayerDamageMultiplierForPlayer(player, damageMultiplier)
-- always works, by hash
Citizen.InvokeNative(0xD041A32992A55F84, player, damageMultiplier)JavaScript and C#
SetLocalPlayerDamageMultiplierForPlayer(player, damageMultiplier);
// by hash
Citizen.invokeNative('0xD041A32992A55F84', player, damageMultiplier + 0.0000001);Function.Call((Hash)0xD041A32992A55F84, player, damageMultiplier);- 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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