_SET_WEAPON_LEVEL_THRESHOLD
every other level will have the max value of (brokeLevel - threshold)
Hash
0xD4071EFC83794B2FRuntime name
SetWeaponLevelThresholdNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_WEAPON_LEVEL_THRESHOLD(Object weaponObject, float threshold);Parameters
| Name | Type | Description |
|---|---|---|
weaponObject | Object | — |
threshold | float | — |
Returns void
Description
every other level will have the max value of (brokeLevel - threshold)
Usage
SetWeaponLevelThreshold(weaponObject, threshold)
-- always works, by hash
Citizen.InvokeNative(0xD4071EFC83794B2F, weaponObject, threshold)JavaScript and C#
SetWeaponLevelThreshold(weaponObject, threshold);
// by hash
Citizen.invokeNative('0xD4071EFC83794B2F', weaponObject, threshold + 0.0000001);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. 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.
Sources
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