# WEAPON::_SET_WEAPON_DAMAGE

- **Hash:** `0xE22060121602493B`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetWeaponDamage`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_DAMAGE

## Signature

```c
void _SET_WEAPON_DAMAGE(Object weaponObject, float level, BOOL p2);
```

## Parameters

- `weaponObject` (`Object`)
- `level` (`float`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

Related to weapon visual damage, not actual damage.

## Usage

### Lua

```lua
SetWeaponDamage(weaponObject, level, p2)

-- always available, by hash
Citizen.InvokeNative(0xE22060121602493B, weaponObject, level, p2)
```

### JavaScript

```js
SetWeaponDamage(weaponObject, level, p2);

// by hash
Citizen.invokeNative('0xE22060121602493B', weaponObject, level + 0.0000001, p2);
```

### C#

```csharp
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. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to 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 `InvokeNative` with the hash — it always works.

## See also

- [WEAPON::_GET_WEAPON_DAMAGE](https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_DAMAGE.md) — Related to weapon visual damage, not actual damage.

*Sources: alloc8or RDR3 NativeDB.*
