# PED::_SET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER

- **Hash:** `0x9EFF3C91DF38304F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPlayerCurrentAnimalDamageModifier`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER

## Signature

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

## Parameters

- `player` (`Player`)
- `modifier` (`float`)
- `p2` (`int`)
- `p3` (`int`)

## Returns

`Any`

## Description

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

## Usage

### Lua

```lua
local retval = SetPlayerCurrentAnimalDamageModifier(player, modifier, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9EFF3C91DF38304F, player, modifier, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
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#

```csharp
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

- [PED::_GET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER](https://natives.borderlinerp.com/natives/PED/_GET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER.md) — Returns animal skin quality modifier

*Sources: alloc8or RDR3 NativeDB.*
