# OBJECT::_SET_OBJECT_BURN_LEVEL

- **Hash:** `0x2797C633DCDBBAC5`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectBurnLevel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_BURN_LEVEL

## Signature

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

## Parameters

- `object` (`Object`)
- `burnLevel` (`float`)
- `affectAsh` (`BOOL`)

## Returns

`void`

## Description

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

## Usage

### Lua

```lua
SetObjectBurnLevel(object, burnLevel, affectAsh)

-- always available, by hash
Citizen.InvokeNative(0x2797C633DCDBBAC5, object, burnLevel, affectAsh)
```

### JavaScript

```js
SetObjectBurnLevel(object, burnLevel, affectAsh);

// by hash
Citizen.invokeNative('0x2797C633DCDBBAC5', object, burnLevel + 0.0000001, affectAsh);
```

### C#

```csharp
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.*
