RedM Natives

_SET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER

Animal Skin Quality Modifier

Hash0x9EFF3C91DF38304F
Runtime nameSetPlayerCurrentAnimalDamageModifier
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1311

Signature

Any _SET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER(Player player, float modifier, int p2, int p3);

Parameters

NameTypeDescription
playerPlayer—
modifierfloat—
p2int—
p3int—

Returns Any

Description

Animal Skin Quality Modifier
Params: p2 = 2, p3 = 3 in R* Scripts

Usage

Lua
local retval = SetPlayerCurrentAnimalDamageModifier(player, modifier, p2, p3)

-- always works, by hash
local retval = Citizen.InvokeNative(0x9EFF3C91DF38304F, player, modifier, p2, p3, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = SetPlayerCurrentAnimalDamageModifier(player, modifier, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x9EFF3C91DF38304F', player, modifier + 0.0000001, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x9EFF3C91DF38304F, player, modifier, p2, p3);
  • 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.

See also

Sources

alloc8or RDR3 NativeDB

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