# WEAPON::SET_PED_INFINITE_AMMO

- **Hash:** `0x3EDCB0505123623B`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetPedInfiniteAmmo`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/SET_PED_INFINITE_AMMO

## Signature

```c
void SET_PED_INFINITE_AMMO(Ped ped, BOOL toggle, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)
- `weaponHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedInfiniteAmmo(ped, toggle, weaponHash)

-- always available, by hash
Citizen.InvokeNative(0x3EDCB0505123623B, ped, toggle, weaponHash)
```

### JavaScript

```js
SetPedInfiniteAmmo(ped, toggle, weaponHash);

// by hash
Citizen.invokeNative('0x3EDCB0505123623B', ped, toggle, weaponHash);
```

### C#

```csharp
Function.Call((Hash)0x3EDCB0505123623B, ped, toggle, weaponHash);
```

- 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.*
