RedM Natives

_SET_PLAYER_WEAPON_GROUP_DAMAGE_MODIFIER

Hash0xFC79DCC94D0A5897
Runtime nameSetPlayerWeaponGroupDamageModifier
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_PLAYER_WEAPON_GROUP_DAMAGE_MODIFIER(Player player, Hash weaponGroup, float modifier);

Parameters

NameTypeDescription
playerPlayer—
weaponGroupHash—
modifierfloat—

Returns void

Usage

Lua
SetPlayerWeaponGroupDamageModifier(player, weaponGroup, modifier)

-- always works, by hash
Citizen.InvokeNative(0xFC79DCC94D0A5897, player, weaponGroup, modifier)
JavaScript and C#
JavaScript
SetPlayerWeaponGroupDamageModifier(player, weaponGroup, modifier);

// by hash
Citizen.invokeNative('0xFC79DCC94D0A5897', player, weaponGroup, modifier + 0.0000001);
C#
Function.Call((Hash)0xFC79DCC94D0A5897, player, weaponGroup, modifier);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.
  • 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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