# STATS::_STAT_ID_INCREMENT_FLOAT

- **Hash:** `0x4A47E38EA3D60939`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdIncrementFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/_STAT_ID_INCREMENT_FLOAT

## Signature

```c
void _STAT_ID_INCREMENT_FLOAT(Any* statId, float value);
```

## Parameters

- `statId` (`Any*`)
- `value` (`float`)

## Returns

`void`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local statId = StatIdIncrementFloat(value)

-- always available, by hash
local statId = Citizen.InvokeNative(0x4A47E38EA3D60939, Citizen.PointerValueInt(), value)
```

### JavaScript

```js
const statId = StatIdIncrementFloat(value);

// by hash
const statId = Citizen.invokeNative('0x4A47E38EA3D60939', Citizen.pointerValueInt(), value + 0.0000001);
```

### C#

```csharp
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.*
