# WEAPON::_0xF8204EF17410BF43

- **Hash:** `0xF8204EF17410BF43`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `N_0xf8204ef17410bf43`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/0xF8204EF17410BF43

## Signature

```c
Hash _0xF8204EF17410BF43(Hash weaponGroupHash, float p1, float p2, Any p3);
```

## Parameters

- `weaponGroupHash` (`Hash`)
- `p1` (`float`)
- `p2` (`float`)
- `p3` (`Any`)

## Returns

`Hash`

## Description

Returns weaponHash

## Usage

### Lua

```lua
local retval = N_0xf8204ef17410bf43(weaponGroupHash, p1, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF8204EF17410BF43, weaponGroupHash, p1, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = N_0xf8204ef17410bf43(weaponGroupHash, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xF8204EF17410BF43', weaponGroupHash, p1 + 0.0000001, p2 + 0.0000001, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xF8204EF17410BF43, weaponGroupHash, p1, p2, p3);
```

- 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` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- This native has no known name, so the runtime exposes it only as `N_0xf8204ef17410bf43` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
