RedM Natives

_HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON_RECENTLY

Hash0x9E2D5D6BC97A5F1E
Runtime nameHasEntityBeenDamagedByWeaponRecently
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON_RECENTLY(Entity entity, Hash weaponHash, int ms);

Parameters

NameTypeDescription
entityEntity—
weaponHashHash—
msint—

Returns BOOL

Usage

Lua
local retval = HasEntityBeenDamagedByWeaponRecently(entity, weaponHash, ms)

-- always works, by hash
local retval = Citizen.InvokeNative(0x9E2D5D6BC97A5F1E, entity, weaponHash, ms, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = HasEntityBeenDamagedByWeaponRecently(entity, weaponHash, ms);

// by hash
const retval = Citizen.invokeNative('0x9E2D5D6BC97A5F1E', entity, weaponHash, ms, Citizen.returnResultAnyway());
C#
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.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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