# WEAPON::SET_PED_DROPS_INVENTORY_WEAPON

- **Hash:** `0x208A1888007FC0E6`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPedDropsInventoryWeapon`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_PED_DROPS_INVENTORY_WEAPON

## Signature

```c
void SET_PED_DROPS_INVENTORY_WEAPON(Ped ped, Hash weaponHash, float xOffset, float yOffset, float zOffset, int ammoCount);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `ammoCount` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedDropsInventoryWeapon(ped, weaponHash, xOffset, yOffset, zOffset, ammoCount)

-- always available, by hash
Citizen.InvokeNative(0x208A1888007FC0E6, ped, weaponHash, xOffset, yOffset, zOffset, ammoCount)
```

### JavaScript

```js
SetPedDropsInventoryWeapon(ped, weaponHash, xOffset, yOffset, zOffset, ammoCount);

// by hash
Citizen.invokeNative('0x208A1888007FC0E6', ped, weaponHash, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, ammoCount);
```

### C#

```csharp
Function.Call((Hash)0x208A1888007FC0E6, ped, weaponHash, xOffset, yOffset, zOffset, ammoCount);
```

- 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` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*
