_SET_WEAPON_DAMAGE
Related to weapon visual damage, not actual damage.
Hash
0xE22060121602493BRuntime name
SetWeaponDamageNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_WEAPON_DAMAGE(Object weaponObject, float level, BOOL p2);Parameters
| Name | Type | Description |
|---|---|---|
weaponObject | Object | — |
level | float | — |
p2 | BOOL | — |
Returns void
Description
Related to weapon visual damage, not actual damage.
Usage
SetWeaponDamage(weaponObject, level, p2)
-- always works, by hash
Citizen.InvokeNative(0xE22060121602493B, weaponObject, level, p2)JavaScript and C#
SetWeaponDamage(weaponObject, level, p2);
// by hash
Citizen.invokeNative('0xE22060121602493B', weaponObject, level + 0.0000001, p2);Function.Call((Hash)0xE22060121602493B, weaponObject, level, p2);- Float parameters: Lua integers (
10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to 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
InvokeNativewith the hash — it always works.
See also
_GET_WEAPON_DAMAGERelated to weapon visual damage, not actual damage.
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.