Weapon::getWeaponHudStats
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struct WeaponHudStatsData
{
BYTE hudDamage; // 0x0000
char _0x0001[0x7]; // 0x0001
BYTE hudSpeed; // 0x0008
char _0x0009[0x7]; // 0x0009
BYTE hudCapacity; // 0x0010
char _0x0011[0x7]; // 0x0011
BYTE hudAccuracy; // 0x0018
char _0x0019[0x7]; // 0x0019
BYTE hudRange; // 0x0020
};
Usage:
WeaponHudStatsData data;
if (GET_WEAPON_HUD_STATS(weaponHash, (int *)&data))
{
// BYTE damagePercentage = data.hudDamage and so on
}
Syntax
mp.game.weapon.getWeaponHudStats(p0, p1);Required Arguments
- p0: unknown (to be checked)
- p1: unknown (to be checked)
Return value
- Boolean
Example
// todoSee also
- mp.game.weapon.canUseWeaponOnParachute
- mp.game.weapon.createWeaponObject
- mp.game.weapon.doesWeaponTakeWeaponComponent
- mp.game.weapon.enableLaserSightRendering
- mp.game.weapon.getWeaponClipSize
- mp.game.weapon.getWeaponComponentHudStats
- mp.game.weapon.getWeaponComponentTypeModel
- mp.game.weapon.getWeaponDamageType
- mp.game.weapon.getWeaponHudStats
- mp.game.weapon.getWeaponObjectTintIndex
- mp.game.weapon.getWeaponTintCount
- mp.game.weapon.getWeapontypeGroup
- mp.game.weapon.getWeapontypeModel
- mp.game.weapon.getWeapontypeSlot
- mp.game.weapon.giveWeaponComponentToWeaponObject
- mp.game.weapon.giveWeaponObjectToPed
- mp.game.weapon.hasVehicleGotProjectileAttached
- mp.game.weapon.hasWeaponAssetLoaded
- mp.game.weapon.hasWeaponGotWeaponComponent
- mp.game.weapon.isWeaponValid
- mp.game.weapon.removeAllProjectilesOfType
- mp.game.weapon.removeWeaponAsset
- mp.game.weapon.removeWeaponComponentFromWeaponObject
- mp.game.weapon.requestWeaponAsset
- mp.game.weapon.requestWeaponHighDetailModel
- mp.game.weapon.setFlashLightFadeDistance
- mp.game.weapon.setPedAmmoToDrop
- mp.game.weapon.setWeaponObjectTintIndex