_GET_WEAPON_NAME_WITH_PERMANENT_DEGRADATION
Hash
0x7A56D66C78D8EF8ERuntime name
GetWeaponNameWithPermanentDegradationNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207
Signature
const char* _GET_WEAPON_NAME_WITH_PERMANENT_DEGRADATION(Hash weaponHash, float permanentDegradationLevel);Parameters
| Name | Type | Description |
|---|---|---|
weaponHash | Hash | — |
permanentDegradationLevel | float | — |
Returns const char*
Usage
local retval = GetWeaponNameWithPermanentDegradation(weaponHash, permanentDegradationLevel)
-- always works, by hash
local retval = Citizen.InvokeNative(0x7A56D66C78D8EF8E, weaponHash, permanentDegradationLevel, Citizen.ResultAsString())JavaScript and C#
const retval = GetWeaponNameWithPermanentDegradation(weaponHash, permanentDegradationLevel);
// by hash
const retval = Citizen.invokeNative('0x7A56D66C78D8EF8E', weaponHash, permanentDegradationLevel + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsString());string retval = Function.Call<string>((Hash)0x7A56D66C78D8EF8E, weaponHash, permanentDegradationLevel);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("name")or a backtick literal like`name`. - 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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