# TELEMETRY::_TELEMETRY_GUN_LOCKER_WEAPON_STORED

- **Hash:** `0xC3ADF4880784FA9C`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryGunLockerWeaponStored`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_GUN_LOCKER_WEAPON_STORED

## Signature

```c
void _TELEMETRY_GUN_LOCKER_WEAPON_STORED(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryGunLockerWeaponStored(p0)

-- always available, by hash
Citizen.InvokeNative(0xC3ADF4880784FA9C, p0)
```

### JavaScript

```js
TelemetryGunLockerWeaponStored(p0);

// by hash
Citizen.invokeNative('0xC3ADF4880784FA9C', p0);
```

### C#

```csharp
Function.Call((Hash)0xC3ADF4880784FA9C, p0);
```

- 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.*
