# WEAPON::HAS_WEAPON_GOT_WEAPON_COMPONENT

- **Hash:** `0x76A18844E743BF91`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `HasWeaponGotWeaponComponent`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/HAS_WEAPON_GOT_WEAPON_COMPONENT

## Signature

```c
BOOL HAS_WEAPON_GOT_WEAPON_COMPONENT(Object weapon, Hash addonHash);
```

## Parameters

- `weapon` (`Object`)
- `addonHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasWeaponGotWeaponComponent(weapon, addonHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x76A18844E743BF91, weapon, addonHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasWeaponGotWeaponComponent(weapon, addonHash);

// by hash
const retval = Citizen.invokeNative('0x76A18844E743BF91', weapon, addonHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x76A18844E743BF91, weapon, addonHash);
```

- 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.*
