# INVENTORY::_INVENTORY_APPLY_WEAPON_STATS_TO_ENTRY

- **Hash:** `0x75CFAC49301E134E`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryApplyWeaponStatsToEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_APPLY_WEAPON_STATS_TO_ENTRY

## Signature

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

## Parameters

- `databindingEntryId` (`Hash`)
- `p1` (`BOOL`)
- `ped` (`Ped`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

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

*Source: VORPCORE RDR3natives*

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

## Usage

### Lua

```lua
InventoryApplyWeaponStatsToEntry(databindingEntryId, p1, ped)

-- always available, by hash
Citizen.InvokeNative(0x75CFAC49301E134E, databindingEntryId, p1, ped)
```

### JavaScript

```js
InventoryApplyWeaponStatsToEntry(databindingEntryId, p1, ped);

// by hash
Citizen.invokeNative('0x75CFAC49301E134E', databindingEntryId, p1, ped);
```

### C#

```csharp
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.*
