_SET_PLAYER_LASSO_DAMAGE_PER_SECOND
_SET_PLAYER_A* - _SET_PLAYER_C*
Hash
0x43F50A7CD2482156Runtime name
SetPlayerLassoDamagePerSecondNamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_PLAYER_LASSO_DAMAGE_PER_SECOND(Player player, float damage);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
damage | float | — |
Returns void
Description
_SET_PLAYER_A* - _SET_PLAYER_C*
Usage
SetPlayerLassoDamagePerSecond(player, damage)
-- always works, by hash
Citizen.InvokeNative(0x43F50A7CD2482156, player, damage)JavaScript and C#
SetPlayerLassoDamagePerSecond(player, damage);
// by hash
Citizen.invokeNative('0x43F50A7CD2482156', player, damage + 0.0000001);Function.Call((Hash)0x43F50A7CD2482156, player, damage);- 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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