RedM Natives

_INVENTORY_APPLY_WEAPON_STATS_TO_ENTRY

Applies weapon stats to the 'CatalogItemInspection' stats entry id.

Hash0x75CFAC49301E134E
Runtime nameInventoryApplyWeaponStatsToEntry
NamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _INVENTORY_APPLY_WEAPON_STATS_TO_ENTRY(Hash databindingEntryId, BOOL p1, Ped ped);

Parameters

NameTypeDescription
databindingEntryIdHash—
p1BOOL—
pedPed—

Returns void

Description

alloc8or RDR3 NativeDB

Applies weapon stats to the 'CatalogItemInspection' stats entry id.
p0: value returned by 0x9D21B185ABC2DBC5
_INVENTORY_GET*

VORPCORE RDR3natives

Apply the weapon stats to the CatalogItemInspection stats entry id. get entryId with _INVENTORY_ADD_CATALOG_ITEM_INSPECTION_STATS_ENTRY

Usage

Lua
InventoryApplyWeaponStatsToEntry(databindingEntryId, p1, ped)

-- always works, by hash
Citizen.InvokeNative(0x75CFAC49301E134E, databindingEntryId, p1, ped)
JavaScript and C#
JavaScript
InventoryApplyWeaponStatsToEntry(databindingEntryId, p1, ped);

// by hash
Citizen.invokeNative('0x75CFAC49301E134E', databindingEntryId, p1, ped);
C#
Function.Call((Hash)0x75CFAC49301E134E, databindingEntryId, p1, ped);
  • 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`.
  • 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 · VORPCORE RDR3natives

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