RedM Natives

_SET_PLAYER_LASSO_DAMAGE_PER_SECOND

_SET_PLAYER_A* - _SET_PLAYER_C*

Hash0x43F50A7CD2482156
Runtime nameSetPlayerLassoDamagePerSecond
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_PLAYER_LASSO_DAMAGE_PER_SECOND(Player player, float damage);

Parameters

NameTypeDescription
playerPlayer—
damagefloat—

Returns void

Description

_SET_PLAYER_A* - _SET_PLAYER_C*

Usage

Lua
SetPlayerLassoDamagePerSecond(player, damage)

-- always works, by hash
Citizen.InvokeNative(0x43F50A7CD2482156, player, damage)
JavaScript and C#
JavaScript
SetPlayerLassoDamagePerSecond(player, damage);

// by hash
Citizen.invokeNative('0x43F50A7CD2482156', player, damage + 0.0000001);
C#
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. 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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