RedM Natives

_GET_WEAPON_NAME_WITH_PERMANENT_DEGRADATION

Hash0x7A56D66C78D8EF8E
Runtime nameGetWeaponNameWithPermanentDegradation
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

const char* _GET_WEAPON_NAME_WITH_PERMANENT_DEGRADATION(Hash weaponHash, float permanentDegradationLevel);

Parameters

NameTypeDescription
weaponHashHash—
permanentDegradationLevelfloat—

Returns const char*

Usage

Lua
local retval = GetWeaponNameWithPermanentDegradation(weaponHash, permanentDegradationLevel)

-- always works, by hash
local retval = Citizen.InvokeNative(0x7A56D66C78D8EF8E, weaponHash, permanentDegradationLevel, Citizen.ResultAsString())
JavaScript and C#
JavaScript
const retval = GetWeaponNameWithPermanentDegradation(weaponHash, permanentDegradationLevel);

// by hash
const retval = Citizen.invokeNative('0x7A56D66C78D8EF8E', weaponHash, permanentDegradationLevel + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsString());
C#
string retval = Function.Call<string>((Hash)0x7A56D66C78D8EF8E, weaponHash, permanentDegradationLevel);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("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. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to 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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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