_INVENTORY_APPLY_WEAPON_STATS_TO_ENTRY
Applies weapon stats to the 'CatalogItemInspection' stats entry id.
Hash
0x75CFAC49301E134ERuntime name
InventoryApplyWeaponStatsToEntryNamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _INVENTORY_APPLY_WEAPON_STATS_TO_ENTRY(Hash databindingEntryId, BOOL p1, Ped ped);Parameters
| Name | Type | Description |
|---|---|---|
databindingEntryId | Hash | — |
p1 | BOOL | — |
ped | Ped | — |
Returns void
Description
Applies weapon stats to the 'CatalogItemInspection' stats entry id.
p0: value returned by 0x9D21B185ABC2DBC5
_INVENTORY_GET*
Apply the weapon stats to the CatalogItemInspection stats entry id. get entryId with _INVENTORY_ADD_CATALOG_ITEM_INSPECTION_STATS_ENTRY
Usage
InventoryApplyWeaponStatsToEntry(databindingEntryId, p1, ped)
-- always works, by hash
Citizen.InvokeNative(0x75CFAC49301E134E, databindingEntryId, p1, ped)JavaScript and C#
InventoryApplyWeaponStatsToEntry(databindingEntryId, p1, ped);
// by hash
Citizen.invokeNative('0x75CFAC49301E134E', databindingEntryId, p1, ped);Function.Call((Hash)0x75CFAC49301E134E, databindingEntryId, p1, ped);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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