_SPECIAL_ABILITY_RESTORE_BY_AMOUNT
Restores Deadeye by given amount.
Hash
0x51345AE20F22C261Runtime name
SpecialAbilityRestoreByAmountNamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SPECIAL_ABILITY_RESTORE_BY_AMOUNT(Player player, float amount, int p2, int p3, int p4);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
amount | float | — |
p2 | int | — |
p3 | int | — |
p4 | int | — |
Returns void
Description
Restores Deadeye by given amount.
Params: p2, p3, p4 = 0, 0, 1 in R* Scripts
Usage
SpecialAbilityRestoreByAmount(player, amount, p2, p3, p4)
-- always works, by hash
Citizen.InvokeNative(0x51345AE20F22C261, player, amount, p2, p3, p4)JavaScript and C#
SpecialAbilityRestoreByAmount(player, amount, p2, p3, p4);
// by hash
Citizen.invokeNative('0x51345AE20F22C261', player, amount + 0.0000001, p2, p3, p4);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. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to 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
InvokeNativewith the hash — it always works.
Sources
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