_GET_PLAYER_WEAPON_DAMAGE
Hash
0xFE0304050261442CRuntime name
GetPlayerWeaponDamageNamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Signature
float _GET_PLAYER_WEAPON_DAMAGE(Player player, Hash weaponHash);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
weaponHash | Hash | — |
Returns float
Usage
local retval = GetPlayerWeaponDamage(player, weaponHash)
-- always works, by hash
local retval = Citizen.InvokeNative(0xFE0304050261442C, player, weaponHash, Citizen.ResultAsFloat())JavaScript and C#
const retval = GetPlayerWeaponDamage(player, weaponHash);
// by hash
const retval = Citizen.invokeNative('0xFE0304050261442C', player, weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsFloat());float retval = Function.Call<float>((Hash)0xFE0304050261442C, player, weaponHash);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("name")or a backtick literal like`name`. - The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
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