# WEAPON::GET_PED_WEAPON_GUID_AT_ATTACH_POINT

- **Hash:** `0x6929E22158E52265`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPedWeaponGuidAtAttachPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GET_PED_WEAPON_GUID_AT_ATTACH_POINT

## Signature

```c
BOOL GET_PED_WEAPON_GUID_AT_ATTACH_POINT(Ped ped, int attachPoint, Any* weaponGuid);
```

## Parameters

- `ped` (`Ped`)
- `attachPoint` (`int`)
- `weaponGuid` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, weaponGuid = GetPedWeaponGuidAtAttachPoint(ped, attachPoint, weaponGuid)

-- always available, by hash
local retval, weaponGuid = Citizen.InvokeNative(0x6929E22158E52265, ped, attachPoint, Citizen.PointerValueIntInitialized(weaponGuid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, weaponGuid] = GetPedWeaponGuidAtAttachPoint(ped, attachPoint, weaponGuid);

// by hash
const [retval, weaponGuid] = Citizen.invokeNative('0x6929E22158E52265', ped, attachPoint, Citizen.pointerValueIntInitialized(weaponGuid), Citizen.returnResultAnyway());
```

### C#

```csharp
var weaponGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x6929E22158E52265, ped, attachPoint, weaponGuid);
// weaponGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## Related enums

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

*Sources: alloc8or RDR3 NativeDB.*
