# PHYSICS::SET_DAMPING

- **Hash:** `0xEEA3B200A6FEB65B`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `SetDamping`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/SET_DAMPING

## Signature

```c
void SET_DAMPING(Entity entity, int vertex, float value);
```

## Parameters

- `entity` (`Entity`)
- `vertex` (`int`)
- `value` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetDamping(entity, vertex, value)

-- always available, by hash
Citizen.InvokeNative(0xEEA3B200A6FEB65B, entity, vertex, value)
```

### JavaScript

```js
SetDamping(entity, vertex, value);

// by hash
Citizen.invokeNative('0xEEA3B200A6FEB65B', entity, vertex, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xEEA3B200A6FEB65B, entity, vertex, 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.

*Sources: alloc8or RDR3 NativeDB.*
