RedM Natives

_HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON

Hash0xDCF06D0CDFF68424
Runtime nameHasEntityBeenDamagedByWeapon
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON(Entity entity, Hash weaponName, int weaponType);

Parameters

NameTypeDescription
entityEntity—
weaponNameHash—
weaponTypeint—

Returns BOOL

Usage

Lua
local retval = HasEntityBeenDamagedByWeapon(entity, weaponName, weaponType)

-- always works, by hash
local retval = Citizen.InvokeNative(0xDCF06D0CDFF68424, entity, weaponName, weaponType, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = HasEntityBeenDamagedByWeapon(entity, weaponName, weaponType);

// by hash
const retval = Citizen.invokeNative('0xDCF06D0CDFF68424', entity, weaponName, weaponType, Citizen.returnResultAnyway());
C#
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.InvokeNative needs the number — pass joaat("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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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