# PLAYER::SET_PLAYER_WEAPON_TYPE_DAMAGE_MODIFIER

- **Hash:** `0xD04AD186CE8BB129`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerWeaponTypeDamageModifier`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/SET_PLAYER_WEAPON_TYPE_DAMAGE_MODIFIER

## Signature

```c
void SET_PLAYER_WEAPON_TYPE_DAMAGE_MODIFIER(Player player, Hash weaponHash, float damageModifier);
```

## Parameters

- `player` (`Player`)
- `weaponHash` (`Hash`)
- `damageModifier` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerWeaponTypeDamageModifier(player, weaponHash, damageModifier)

-- always available, by hash
Citizen.InvokeNative(0xD04AD186CE8BB129, player, weaponHash, damageModifier)
```

### JavaScript

```js
SetPlayerWeaponTypeDamageModifier(player, weaponHash, damageModifier);

// by hash
Citizen.invokeNative('0xD04AD186CE8BB129', player, weaponHash, damageModifier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xD04AD186CE8BB129, player, weaponHash, damageModifier);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
