RedM Natives

_SPECIAL_ABILITY_RESTORE_BY_AMOUNT

Restores Deadeye by given amount.

Hash0x51345AE20F22C261
Runtime nameSpecialAbilityRestoreByAmount
NamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SPECIAL_ABILITY_RESTORE_BY_AMOUNT(Player player, float amount, int p2, int p3, int p4);

Parameters

NameTypeDescription
playerPlayer—
amountfloat—
p2int—
p3int—
p4int—

Returns void

Description

Restores Deadeye by given amount.
Params: p2, p3, p4 = 0, 0, 1 in R* Scripts

Usage

Lua
SpecialAbilityRestoreByAmount(player, amount, p2, p3, p4)

-- always works, by hash
Citizen.InvokeNative(0x51345AE20F22C261, player, amount, p2, p3, p4)
JavaScript and C#
JavaScript
SpecialAbilityRestoreByAmount(player, amount, p2, p3, p4);

// by hash
Citizen.invokeNative('0x51345AE20F22C261', player, amount + 0.0000001, p2, p3, p4);
C#
Function.Call((Hash)0x51345AE20F22C261, player, amount, p2, p3, p4);
  • 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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