# PED::_SET_PED_HEADSHOT_DAMAGE_MULTIPLIER

- **Hash:** `0x2BA918C823B8BA56`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedHeadshotDamageMultiplier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_HEADSHOT_DAMAGE_MULTIPLIER

## Signature

```c
void _SET_PED_HEADSHOT_DAMAGE_MULTIPLIER(Ped ped, float multiplier);
```

## Parameters

- `ped` (`Ped`)
- `multiplier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedHeadshotDamageMultiplier(ped, multiplier)

-- always available, by hash
Citizen.InvokeNative(0x2BA918C823B8BA56, ped, multiplier)
```

### JavaScript

```js
SetPedHeadshotDamageMultiplier(ped, multiplier);

// by hash
Citizen.invokeNative('0x2BA918C823B8BA56', ped, multiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x2BA918C823B8BA56, ped, multiplier);
```

- 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.*
