_SET_WEAPON_DEGRADATION
Hash
0xA7A57E89E965D839Runtime name
SetWeaponDegradationNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_WEAPON_DEGRADATION(Object weaponObject, float level);Parameters
| Name | Type | Description |
|---|---|---|
weaponObject | Object | — |
level | float | — |
Returns void
Usage
SetWeaponDegradation(weaponObject, level)
-- always works, by hash
Citizen.InvokeNative(0xA7A57E89E965D839, weaponObject, level)JavaScript and C#
SetWeaponDegradation(weaponObject, level);
// by hash
Citizen.invokeNative('0xA7A57E89E965D839', weaponObject, level + 0.0000001);Function.Call((Hash)0xA7A57E89E965D839, weaponObject, level);- 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_DEGRADATION0.0: good condition, 1.0: poor condition
Sources
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