RedM Natives

_STAT_ID_INCREMENT_FLOAT

Hash0x4A47E38EA3D60939
Runtime nameStatIdIncrementFloat
NamespaceSTATS
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _STAT_ID_INCREMENT_FLOAT(Any* statId, float value);

Parameters

NameTypeDescription
statIdAny*—
valuefloat—

Returns void

Description

statId: see STAT_ID_IS_VALID

Usage

Lua
local statId = StatIdIncrementFloat(value)

-- always works, by hash
local statId = Citizen.InvokeNative(0x4A47E38EA3D60939, Citizen.PointerValueInt(), value)
JavaScript and C#
JavaScript
const statId = StatIdIncrementFloat(value);

// by hash
const statId = Citizen.invokeNative('0x4A47E38EA3D60939', Citizen.pointerValueInt(), value + 0.0000001);
C#
var statId = new OutputArgument();
Function.Call((Hash)0x4A47E38EA3D60939, statId, value);
// statId.GetResult<int>()
  • 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.
  • Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.