# WEAPON::GIVE_WEAPON_TO_PED_WITH_OPTIONS

- **Hash:** `0xBE7E42B07FD317AC`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GiveWeaponToPedWithOptions`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/GIVE_WEAPON_TO_PED_WITH_OPTIONS

## Signature

```c
BOOL GIVE_WEAPON_TO_PED_WITH_OPTIONS(Ped ped, Any* inData, Any* outData);
```

## Parameters

- `ped` (`Ped`)
- `inData` (`Any*`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, inData, outData = GiveWeaponToPedWithOptions(ped)

-- always available, by hash
local retval, inData, outData = Citizen.InvokeNative(0xBE7E42B07FD317AC, ped, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, inData, outData] = GiveWeaponToPedWithOptions(ped);

// by hash
const [retval, inData, outData] = Citizen.invokeNative('0xBE7E42B07FD317AC', ped, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var inData = new OutputArgument();
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xBE7E42B07FD317AC, ped, inData, outData);
// inData.GetResult<int>()
// outData.GetResult<int>()
```

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