# INVENTORY::_INVENTORY_ENABLE_WEAPONS

- **Hash:** `0xD5D72F1624F3BA7C`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryEnableWeapons`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_ENABLE_WEAPONS

## Signature

```c
void _INVENTORY_ENABLE_WEAPONS(int inventoryId);
```

## Parameters

- `inventoryId` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
InventoryEnableWeapons(inventoryId)

-- always available, by hash
Citizen.InvokeNative(0xD5D72F1624F3BA7C, inventoryId)
```

### JavaScript

```js
InventoryEnableWeapons(inventoryId);

// by hash
Citizen.invokeNative('0xD5D72F1624F3BA7C', inventoryId);
```

### C#

```csharp
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.*
