RedM Natives

_SET_PLAYER_DEFENSE_TYPE_MODIFIER

bullet damage modifier: type = 4 explosive damage Defense mod: type = 7 fire damage Defense mod: type = 8, 15

Hash0x93F499CAE53FCD05
Runtime nameSetPlayerDefenseTypeModifier
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_PLAYER_DEFENSE_TYPE_MODIFIER(Player player, int type, float defenseModifier);

Parameters

NameTypeDescription
playerPlayer—
typeint—
defenseModifierfloat—

Returns void

Description

bullet damage modifier: type = 4
explosive damage Defense mod: type = 7
fire damage Defense mod: type = 8, 15

Usage

Lua
SetPlayerDefenseTypeModifier(player, type, defenseModifier)

-- always works, by hash
Citizen.InvokeNative(0x93F499CAE53FCD05, player, type, defenseModifier)
JavaScript and C#
JavaScript
SetPlayerDefenseTypeModifier(player, type, defenseModifier);

// by hash
Citizen.invokeNative('0x93F499CAE53FCD05', player, type, defenseModifier + 0.0000001);
C#
Function.Call((Hash)0x93F499CAE53FCD05, player, type, defenseModifier);
  • 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.
  • 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

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