# PED::_SET_PED_WETNESS_AMOUNT

- **Hash:** `0xF9CFF5BB70E8A2CB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedWetnessAmount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_WETNESS_AMOUNT

## Signature

```c
void _SET_PED_WETNESS_AMOUNT(Ped ped, float amount);
```

## Parameters

- `ped` (`Ped`)
- `amount` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

To be used with SET_PED_WETNESS_HEIGHT, see R* Scripts

*Source: VORPCORE RDR3natives*

only works when you use SET_PED_WETNESS_HEIGHT first , if you do 0.0 (it resets) you need to apply again with SET_PED_WETNESS_HEIGHT to see the wetness effects again

## Usage

### Lua

```lua
SetPedWetnessAmount(ped, amount)

-- always available, by hash
Citizen.InvokeNative(0xF9CFF5BB70E8A2CB, ped, amount)
```

### JavaScript

```js
SetPedWetnessAmount(ped, amount);

// by hash
Citizen.invokeNative('0xF9CFF5BB70E8A2CB', ped, amount + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xF9CFF5BB70E8A2CB, ped, amount);
```

- 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, VORPCORE RDR3natives.*
