# OBJECT::_DAMAGE_BONE_ON_PROP

- **Hash:** `0xE4EFB315BCD2A838`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DamageBoneOnProp`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DAMAGE_BONE_ON_PROP

## Signature

```c
void _DAMAGE_BONE_ON_PROP(Object object, int bone);
```

## Parameters

- `object` (`Object`)
- `bone` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
DamageBoneOnProp(object, bone)

-- always available, by hash
Citizen.InvokeNative(0xE4EFB315BCD2A838, object, bone)
```

### JavaScript

```js
DamageBoneOnProp(object, bone);

// by hash
Citizen.invokeNative('0xE4EFB315BCD2A838', object, bone);
```

### C#

```csharp
Function.Call((Hash)0xE4EFB315BCD2A838, object, bone);
```

- 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.

## Related enums

- [eAnimBoneTag](https://natives.borderlinerp.com/enums/eAnimBoneTag.md) — 911 values

*Sources: alloc8or RDR3 NativeDB.*
