# PLAYER::_SET_PLAYER_DAMAGE_INFO_OVERRIDE

- **Hash:** `0x78B3D19AF6391A55`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerDamageInfoOverride`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_DAMAGE_INFO_OVERRIDE

## Signature

```c
void _SET_PLAYER_DAMAGE_INFO_OVERRIDE(Player player, const char* damageInfo);
```

## Parameters

- `player` (`Player`)
- `damageInfo` (`const char*`)

## Returns

`void`

## Description

damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP

## Usage

### Lua

```lua
SetPlayerDamageInfoOverride(player, damageInfo)

-- always available, by hash
Citizen.InvokeNative(0x78B3D19AF6391A55, player, damageInfo)
```

### JavaScript

```js
SetPlayerDamageInfoOverride(player, damageInfo);

// by hash
Citizen.invokeNative('0x78B3D19AF6391A55', player, damageInfo);
```

### C#

```csharp
Function.Call((Hash)0x78B3D19AF6391A55, player, damageInfo);
```

- 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.*
