RedM Natives

_INVENTORY_ENABLE_WEAPONS

Hash0xD5D72F1624F3BA7C
Runtime nameInventoryEnableWeapons
NamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _INVENTORY_ENABLE_WEAPONS(int inventoryId);

Parameters

NameTypeDescription
inventoryIdint—

Returns void

Usage

Lua
InventoryEnableWeapons(inventoryId)

-- always works, by hash
Citizen.InvokeNative(0xD5D72F1624F3BA7C, inventoryId)
JavaScript and C#
JavaScript
InventoryEnableWeapons(inventoryId);

// by hash
Citizen.invokeNative('0xD5D72F1624F3BA7C', inventoryId);
C#
Function.Call((Hash)0xD5D72F1624F3BA7C, inventoryId);
  • 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

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