RedM Natives

_UPDATE_PED_WOUND_EFFECT

Hash0x66B1CB778D911F49
Runtime nameUpdatePedWoundEffect
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _UPDATE_PED_WOUND_EFFECT(Ped ped, float value);

Parameters

NameTypeDescription
pedPed—
valuefloat—

Returns void

Description

alloc8or RDR3 NativeDB

Params: 0.0f to remove wound effects

femga rdr3_discoveries · research notes

//0x66B1CB778D911F49 _REMOVE_PED_WOUND_EFFECT(ped, 0.0)
    -------------------------------------------------------------------

Usage

Lua
UpdatePedWoundEffect(ped, value)

-- always works, by hash
Citizen.InvokeNative(0x66B1CB778D911F49, ped, value)
JavaScript and C#
JavaScript
UpdatePedWoundEffect(ped, value);

// by hash
Citizen.invokeNative('0x66B1CB778D911F49', ped, value + 0.0000001);
C#
Function.Call((Hash)0x66B1CB778D911F49, ped, value);
  • 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 · femga rdr3_discoveries

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.