# CFX::REMOVE_WEAPON_COMPONENT_FROM_PED

- **Hash:** `0x412AA00D`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RemoveWeaponComponentFromPed`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REMOVE_WEAPON_COMPONENT_FROM_PED

## Signature

```c
void REMOVE_WEAPON_COMPONENT_FROM_PED(Ped ped, Hash weaponHash, Hash componentHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `componentHash` (`Hash`)

## Returns

`void`

## Description

*Source: Cfx.re native reference*

REMOVE_WEAPON_COMPONENT_FROM_PED

**This is the server-side RPC native equivalent of the client native [REMOVE_WEAPON_COMPONENT_FROM_PED](?\_0x1E8BE90C74FB4C09).**

## Usage

### Lua

```lua
RemoveWeaponComponentFromPed(ped, weaponHash, componentHash)

-- always available, by hash
Citizen.InvokeNative(0x412aa00d, ped, weaponHash, componentHash)
```

### JavaScript

```js
RemoveWeaponComponentFromPed(ped, weaponHash, componentHash);

// by hash
Citizen.invokeNative('0x412aa00d', ped, weaponHash, componentHash);
```

### C#

```csharp
Function.Call((Hash)0x412aa00d, ped, weaponHash, componentHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: Cfx.re native reference.*
