# PLAYER::_SET_PLAYER_LASSO_DAMAGE_PER_SECOND

- **Hash:** `0x43F50A7CD2482156`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerLassoDamagePerSecond`
- **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_LASSO_DAMAGE_PER_SECOND

## Signature

```c
void _SET_PLAYER_LASSO_DAMAGE_PER_SECOND(Player player, float damage);
```

## Parameters

- `player` (`Player`)
- `damage` (`float`)

## Returns

`void`

## Description

_SET_PLAYER_A* - _SET_PLAYER_C*

## Usage

### Lua

```lua
SetPlayerLassoDamagePerSecond(player, damage)

-- always available, by hash
Citizen.InvokeNative(0x43F50A7CD2482156, player, damage)
```

### JavaScript

```js
SetPlayerLassoDamagePerSecond(player, damage);

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

### C#

```csharp
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.*
