RedM Natives

_SET_WEAPON_DEGRADATION

Hash0xA7A57E89E965D839
Runtime nameSetWeaponDegradation
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_WEAPON_DEGRADATION(Object weaponObject, float level);

Parameters

NameTypeDescription
weaponObjectObject—
levelfloat—

Returns void

Usage

Lua
SetWeaponDegradation(weaponObject, level)

-- always works, by hash
Citizen.InvokeNative(0xA7A57E89E965D839, weaponObject, level)
JavaScript and C#
JavaScript
SetWeaponDegradation(weaponObject, level);

// by hash
Citizen.invokeNative('0xA7A57E89E965D839', weaponObject, level + 0.0000001);
C#
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. 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

Sources

alloc8or RDR3 NativeDB

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