# WEAPON::GIVE_DELAYED_WEAPON_TO_PED

- **Hash:** `0xB282DC6EBD803C75`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GiveDelayedWeaponToPed`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GIVE_DELAYED_WEAPON_TO_PED

## Signature

```c
void GIVE_DELAYED_WEAPON_TO_PED(Ped ped, Hash weaponHash, int ammoCount, BOOL p3, Hash addReason);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `ammoCount` (`int`)
- `p3` (`BOOL`)
- `addReason` (`Hash`)

## Returns

`void`

## Description

addReason: see _ADD_AMMO_TO_PED

## Usage

### Lua

```lua
GiveDelayedWeaponToPed(ped, weaponHash, ammoCount, p3, addReason)

-- always available, by hash
Citizen.InvokeNative(0xB282DC6EBD803C75, ped, weaponHash, ammoCount, p3, addReason)
```

### JavaScript

```js
GiveDelayedWeaponToPed(ped, weaponHash, ammoCount, p3, addReason);

// by hash
Citizen.invokeNative('0xB282DC6EBD803C75', ped, weaponHash, ammoCount, p3, addReason);
```

### C#

```csharp
Function.Call((Hash)0xB282DC6EBD803C75, ped, weaponHash, ammoCount, p3, addReason);
```

- 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.*
