# CFX::REMOVE_WEAPON_FROM_PED

- **Hash:** `0x9C37F220`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `RemoveWeaponFromPed`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/REMOVE_WEAPON_FROM_PED

## Signature

```c
void REMOVE_WEAPON_FROM_PED(Ped ped, Hash weaponHash);
```

## Parameters

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

## Returns

`void`

## Description

*Source: Cfx.re native reference*

```
This native removes a specified weapon from your selected ped.
Weapon Hashes: pastebin.com/0wwDZgkF
Example:
C#:
Function.Call(Hash.REMOVE_WEAPON_FROM_PED, Game.Player.Character, 0x99B507EA);
C++:
WEAPON::REMOVE_WEAPON_FROM_PED(PLAYER::PLAYER_PED_ID(), 0x99B507EA);
The code above removes the knife from the player.
```

**This is the server-side RPC native equivalent of the client native [REMOVE_WEAPON_FROM_PED](?\_0x4899CB088EDF59B8).**

## Usage

### Lua

```lua
RemoveWeaponFromPed(ped, weaponHash)

-- always available, by hash
Citizen.InvokeNative(0x9c37f220, ped, weaponHash)
```

### JavaScript

```js
RemoveWeaponFromPed(ped, weaponHash);

// by hash
Citizen.invokeNative('0x9c37f220', ped, weaponHash);
```

### C#

```csharp
Function.Call((Hash)0x9c37f220, ped, weaponHash);
```

- 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.*
