_SET_DEADEYE_ABILITY_DEPLETION_DELAY
Only used in R* SP Script short_update
Hash
0x870634493CB4372CRuntime name
SetDeadeyeAbilityDepletionDelayNamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_DEADEYE_ABILITY_DEPLETION_DELAY(Player player, float delay);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
delay | float | — |
Returns void
Description
Only used in R* SP Script short_update
Usage
SetDeadeyeAbilityDepletionDelay(player, delay)
-- always works, by hash
Citizen.InvokeNative(0x870634493CB4372C, player, delay)JavaScript and C#
SetDeadeyeAbilityDepletionDelay(player, delay);
// by hash
Citizen.invokeNative('0x870634493CB4372C', player, delay + 0.0000001);Function.Call((Hash)0x870634493CB4372C, player, delay);- Float parameters: Lua integers (
10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to 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
InvokeNativewith the hash — it always works.
See also
_GET_DEADEYE_ABILITY_DEPLETION_DELAYReturns the depletion delay value for the Deadeye ability that was previously set using `PLAYER::_SET_DEADEYE_ABILITY_DEPLETION_DELAY` (0x870634493CB4372C).
Sources
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