RedM Natives

_GET_PLAYER_WEAPON_DAMAGE

Hash0xFE0304050261442C
Runtime nameGetPlayerWeaponDamage
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207

Signature

float _GET_PLAYER_WEAPON_DAMAGE(Player player, Hash weaponHash);

Parameters

NameTypeDescription
playerPlayer—
weaponHashHash—

Returns float

Usage

Lua
local retval = GetPlayerWeaponDamage(player, weaponHash)

-- always works, by hash
local retval = Citizen.InvokeNative(0xFE0304050261442C, player, weaponHash, Citizen.ResultAsFloat())
JavaScript and C#
JavaScript
const retval = GetPlayerWeaponDamage(player, weaponHash);

// by hash
const retval = Citizen.invokeNative('0xFE0304050261442C', player, weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
C#
float retval = Function.Call<float>((Hash)0xFE0304050261442C, player, weaponHash);
  • 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`.
  • 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

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