# OBJECT::GET_WEAPON_TYPE_FROM_PICKUP_TYPE

- **Hash:** `0x08F96CA6C551AD51`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `GetWeaponTypeFromPickupType`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/GET_WEAPON_TYPE_FROM_PICKUP_TYPE

## Signature

```c
Hash GET_WEAPON_TYPE_FROM_PICKUP_TYPE(Hash pickupHash);
```

## Parameters

- `pickupHash` (`Hash`)

## Returns

`Hash`

## Usage

### Lua

```lua
local retval = GetWeaponTypeFromPickupType(pickupHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x08F96CA6C551AD51, pickupHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponTypeFromPickupType(pickupHash);

// by hash
const retval = Citizen.invokeNative('0x08F96CA6C551AD51', pickupHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x08F96CA6C551AD51, pickupHash);
```

- 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` ``.

*Sources: alloc8or RDR3 NativeDB.*
