# WEAPON::REMOVE_WEAPON_COMPONENT_FROM_WEAPON_OBJECT

- **Hash:** `0xF7D82B0D66777611`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RemoveWeaponComponentFromWeaponObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/REMOVE_WEAPON_COMPONENT_FROM_WEAPON_OBJECT

## Signature

```c
void REMOVE_WEAPON_COMPONENT_FROM_WEAPON_OBJECT(Object weaponObject, Hash component);
```

## Parameters

- `weaponObject` (`Object`)
- `component` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveWeaponComponentFromWeaponObject(weaponObject, component)

-- always available, by hash
Citizen.InvokeNative(0xF7D82B0D66777611, weaponObject, component)
```

### JavaScript

```js
RemoveWeaponComponentFromWeaponObject(weaponObject, component);

// by hash
Citizen.invokeNative('0xF7D82B0D66777611', weaponObject, component);
```

### C#

```csharp
Function.Call((Hash)0xF7D82B0D66777611, weaponObject, component);
```

- 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.*
