RedM Natives

_SET_WEAPON_SOOT

Hash0xA9EF4AD10BDDDB57
Runtime nameSetWeaponSoot
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_WEAPON_SOOT(Object weaponObject, float level, BOOL p2);

Parameters

NameTypeDescription
weaponObjectObject—
levelfloat—
p2BOOL—

Returns void

Usage

Lua
SetWeaponSoot(weaponObject, level, p2)

-- always works, by hash
Citizen.InvokeNative(0xA9EF4AD10BDDDB57, weaponObject, level, p2)
JavaScript and C#
JavaScript
SetWeaponSoot(weaponObject, level, p2);

// by hash
Citizen.invokeNative('0xA9EF4AD10BDDDB57', weaponObject, level + 0.0000001, p2);
C#
Function.Call((Hash)0xA9EF4AD10BDDDB57, weaponObject, level, p2);
  • 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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