_HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON_RECENTLY
Hash
0x9E2D5D6BC97A5F1ERuntime name
HasEntityBeenDamagedByWeaponRecentlyNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON_RECENTLY(Entity entity, Hash weaponHash, int ms);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
weaponHash | Hash | — |
ms | int | — |
Returns BOOL
Usage
local retval = HasEntityBeenDamagedByWeaponRecently(entity, weaponHash, ms)
-- always works, by hash
local retval = Citizen.InvokeNative(0x9E2D5D6BC97A5F1E, entity, weaponHash, ms, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = HasEntityBeenDamagedByWeaponRecently(entity, weaponHash, ms);
// by hash
const retval = Citizen.invokeNative('0x9E2D5D6BC97A5F1E', entity, weaponHash, ms, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0x9E2D5D6BC97A5F1E, entity, weaponHash, ms);- 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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