# WEAPON::_SET_WEAPON_LEVEL_THRESHOLD

- **Hash:** `0xD4071EFC83794B2F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetWeaponLevelThreshold`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_LEVEL_THRESHOLD

## Signature

```c
void _SET_WEAPON_LEVEL_THRESHOLD(Object weaponObject, float threshold);
```

## Parameters

- `weaponObject` (`Object`)
- `threshold` (`float`)

## Returns

`void`

## Description

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

## Usage

### Lua

```lua
SetWeaponLevelThreshold(weaponObject, threshold)

-- always available, by hash
Citizen.InvokeNative(0xD4071EFC83794B2F, weaponObject, threshold)
```

### JavaScript

```js
SetWeaponLevelThreshold(weaponObject, threshold);

// by hash
Citizen.invokeNative('0xD4071EFC83794B2F', weaponObject, threshold + 0.0000001);
```

### C#

```csharp
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.*
