# WEAPON::_GET_WEAPON_NAME_WITH_PERMANENT_DEGRADATION

- **Hash:** `0x7A56D66C78D8EF8E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponNameWithPermanentDegradation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_NAME_WITH_PERMANENT_DEGRADATION

## Signature

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

## Parameters

- `weaponHash` (`Hash`)
- `permanentDegradationLevel` (`float`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval = GetWeaponNameWithPermanentDegradation(weaponHash, permanentDegradationLevel)

-- always available, by hash
local retval = Citizen.InvokeNative(0x7A56D66C78D8EF8E, weaponHash, permanentDegradationLevel, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetWeaponNameWithPermanentDegradation(weaponHash, permanentDegradationLevel);

// by hash
const retval = Citizen.invokeNative('0x7A56D66C78D8EF8E', weaponHash, permanentDegradationLevel + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
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.*
