_SET_PLAYER_EXPLOSIVE_WEAPON_DAMAGE_MODIFIER
Hash
0x2D3ACE3DE0A2B622Runtime name
SetPlayerExplosiveWeaponDamageModifierNamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_PLAYER_EXPLOSIVE_WEAPON_DAMAGE_MODIFIER(Player player, float modifier);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
modifier | float | — |
Returns void
Usage
SetPlayerExplosiveWeaponDamageModifier(player, modifier)
-- always works, by hash
Citizen.InvokeNative(0x2D3ACE3DE0A2B622, player, modifier)JavaScript and C#
SetPlayerExplosiveWeaponDamageModifier(player, modifier);
// by hash
Citizen.invokeNative('0x2D3ACE3DE0A2B622', player, modifier + 0.0000001);Function.Call((Hash)0x2D3ACE3DE0A2B622, player, modifier);- 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.
Sources
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