RedM Natives

_SET_OBJECT_BURN_LEVEL

Hash0x2797C633DCDBBAC5
Runtime nameSetObjectBurnLevel
NamespaceOBJECT
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_OBJECT_BURN_LEVEL(Object object, float burnLevel, BOOL affectAsh);

Parameters

NameTypeDescription
objectObject—
burnLevelfloat—
affectAshBOOL—

Returns void

Description

Seems to mostly have effect on wood-made objects https://imgur.com/a/32oQvOn

Usage

Lua
SetObjectBurnLevel(object, burnLevel, affectAsh)

-- always works, by hash
Citizen.InvokeNative(0x2797C633DCDBBAC5, object, burnLevel, affectAsh)
JavaScript and C#
JavaScript
SetObjectBurnLevel(object, burnLevel, affectAsh);

// by hash
Citizen.invokeNative('0x2797C633DCDBBAC5', object, burnLevel + 0.0000001, affectAsh);
C#
Function.Call((Hash)0x2797C633DCDBBAC5, object, burnLevel, affectAsh);
  • Float parameters: Lua integers (10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to 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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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