RedM Natives

_SET_WEAPON_DRAW_SPEED

Hash0x00EB5A760638DB55
Runtime nameSetWeaponDrawSpeed
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_SET_PLAYER_WEAPON_DRAW_SPEED

Signature

void _SET_WEAPON_DRAW_SPEED(Player player, Hash weaponHash, float modifier);

Parameters

NameTypeDescription
playerPlayer—
weaponHashHash—
modifierfloat—

Returns void

Usage

Lua
SetWeaponDrawSpeed(player, weaponHash, modifier)

-- always works, by hash
Citizen.InvokeNative(0x00EB5A760638DB55, player, weaponHash, modifier)
JavaScript and C#
JavaScript
SetWeaponDrawSpeed(player, weaponHash, modifier);

// by hash
Citizen.invokeNative('0x00EB5A760638DB55', player, weaponHash, modifier + 0.0000001);
C#
Function.Call((Hash)0x00EB5A760638DB55, player, weaponHash, 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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