RedM Natives

_SET_WEAPON_LEVEL_THRESHOLD

every other level will have the max value of (brokeLevel - threshold)

Hash0xD4071EFC83794B2F
Runtime nameSetWeaponLevelThreshold
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_WEAPON_LEVEL_THRESHOLD(Object weaponObject, float threshold);

Parameters

NameTypeDescription
weaponObjectObject—
thresholdfloat—

Returns void

Description

every other level will have the max value of (brokeLevel - threshold)

Usage

Lua
SetWeaponLevelThreshold(weaponObject, threshold)

-- always works, by hash
Citizen.InvokeNative(0xD4071EFC83794B2F, weaponObject, threshold)
JavaScript and C#
JavaScript
SetWeaponLevelThreshold(weaponObject, threshold);

// by hash
Citizen.invokeNative('0xD4071EFC83794B2F', weaponObject, threshold + 0.0000001);
C#
Function.Call((Hash)0xD4071EFC83794B2F, weaponObject, threshold);
  • 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.

Sources

alloc8or RDR3 NativeDB

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