# WEAPON::_SET_WEAPON_DEGRADATION

- **Hash:** `0xA7A57E89E965D839`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetWeaponDegradation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_DEGRADATION

## Signature

```c
void _SET_WEAPON_DEGRADATION(Object weaponObject, float level);
```

## Parameters

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

## Returns

`void`

## Usage

### Lua

```lua
SetWeaponDegradation(weaponObject, level)

-- always available, by hash
Citizen.InvokeNative(0xA7A57E89E965D839, weaponObject, level)
```

### JavaScript

```js
SetWeaponDegradation(weaponObject, level);

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

### C#

```csharp
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

- [WEAPON::GET_WEAPON_DEGRADATION](https://natives.borderlinerp.com/natives/WEAPON/GET_WEAPON_DEGRADATION.md) — 0.0: good condition, 1.0: poor condition

*Sources: alloc8or RDR3 NativeDB.*
