# OBJECT::_DAMAGE_OBJECT_FRAGMENT_BY_INDEX

- **Hash:** `0xAAACF33CBF9B990A`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DamageObjectFragmentByIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DAMAGE_OBJECT_FRAGMENT_BY_INDEX

## Signature

```c
void _DAMAGE_OBJECT_FRAGMENT_BY_INDEX(Object object, int index);
```

## Parameters

- `object` (`Object`)
- `index` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Damages or breaks a specific predefined fragment/section of an object.
The index selects one of the object's internal fracture sections. Different index values cause different fragments to detach or break.
Pair with _GET_OBJECT_FRAGMENT_COUNT to determine the valid index range.

*Source: VORPCORE RDR3natives*

Damages or breaks a specific predefined fragment/section of an object using the provided fragment index.
Unlike generic damage systems, this native appears to directly target one of the object's internal fracture sections. The index parameter determines which part of the object is damaged or broken.
Different index values cause different fragments of the object to detach or break.

## Usage

### Lua

```lua
DamageObjectFragmentByIndex(object, index)

-- always available, by hash
Citizen.InvokeNative(0xAAACF33CBF9B990A, object, index)
```

### JavaScript

```js
DamageObjectFragmentByIndex(object, index);

// by hash
Citizen.invokeNative('0xAAACF33CBF9B990A', object, index);
```

### C#

```csharp
Function.Call((Hash)0xAAACF33CBF9B990A, object, index);
```

- 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.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
