# WEAPON::GET_CURRENT_PED_WEAPON

- **Hash:** `0x3A87E44BB9A01D54`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetCurrentPedWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_CURRENT_PED_WEAPON

## Signature

```c
BOOL GET_CURRENT_PED_WEAPON(Ped ped, Hash* weaponHash, BOOL p2, int attachPoint, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash*`)
- `p2` (`BOOL`)
- `attachPoint` (`int`)
- `p4` (`BOOL`)

## Returns

`BOOL`

## Description

attachPoint: see SET_CURRENT_PED_WEAPON

## Usage

### Lua

```lua
local retval, weaponHash = GetCurrentPedWeapon(ped, p2, attachPoint, p4)

-- always available, by hash
local retval, weaponHash = Citizen.InvokeNative(0x3A87E44BB9A01D54, ped, Citizen.PointerValueInt(), p2, attachPoint, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, weaponHash] = GetCurrentPedWeapon(ped, p2, attachPoint, p4);

// by hash
const [retval, weaponHash] = Citizen.invokeNative('0x3A87E44BB9A01D54', ped, Citizen.pointerValueInt(), p2, attachPoint, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
var weaponHash = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3A87E44BB9A01D54, ped, weaponHash, p2, attachPoint, p4);
// weaponHash.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

## See also

- [WEAPON::SET_CURRENT_PED_WEAPON](https://natives.borderlinerp.com/natives/WEAPON/SET_CURRENT_PED_WEAPON.md)

*Sources: alloc8or RDR3 NativeDB.*
