_HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON
Hash
0xDCF06D0CDFF68424Runtime name
HasEntityBeenDamagedByWeaponNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON(Entity entity, Hash weaponName, int weaponType);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
weaponName | Hash | — |
weaponType | int | — |
Returns BOOL
Usage
local retval = HasEntityBeenDamagedByWeapon(entity, weaponName, weaponType)
-- always works, by hash
local retval = Citizen.InvokeNative(0xDCF06D0CDFF68424, entity, weaponName, weaponType, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = HasEntityBeenDamagedByWeapon(entity, weaponName, weaponType);
// by hash
const retval = Citizen.invokeNative('0xDCF06D0CDFF68424', entity, weaponName, weaponType, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0xDCF06D0CDFF68424, entity, weaponName, weaponType);- 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`. - 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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