_GET_WEAPON_DAMAGE
Related to weapon visual damage, not actual damage.
Hash
0x904103D5D2333977Runtime name
GetWeaponDamageNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207
Signature
float _GET_WEAPON_DAMAGE(Object weaponObject);Parameters
| Name | Type | Description |
|---|---|---|
weaponObject | Object | — |
Returns float
Description
Related to weapon visual damage, not actual damage.
Usage
local retval = GetWeaponDamage(weaponObject)
-- always works, by hash
local retval = Citizen.InvokeNative(0x904103D5D2333977, weaponObject, Citizen.ResultAsFloat())JavaScript and C#
const retval = GetWeaponDamage(weaponObject);
// by hash
const retval = Citizen.invokeNative('0x904103D5D2333977', weaponObject, Citizen.returnResultAnyway(), Citizen.resultAsFloat());float retval = Function.Call<float>((Hash)0x904103D5D2333977, weaponObject);- 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.
See also
_SET_WEAPON_DAMAGERelated to weapon visual damage, not actual damage.
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.