RedM Natives

SET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID

Hash0xEC1F85DA51D3D6C4
Runtime nameSetPlayerPedQuickSwapWeaponByGuid
NamespaceWEAPON
SideClient
NameOfficial
Docs
Since build1232

Signature

void SET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID(Ped ped, Any* guidPrimary, Any* guidSecondary);

Parameters

NameTypeDescription
pedPed—
guidPrimaryAny*—
guidSecondaryAny*—

Returns void

Usage

Lua
local guidPrimary, guidSecondary = SetPlayerPedQuickSwapWeaponByGuid(ped)

-- always works, by hash
local guidPrimary, guidSecondary = Citizen.InvokeNative(0xEC1F85DA51D3D6C4, ped, Citizen.PointerValueInt(), Citizen.PointerValueInt())
JavaScript and C#
JavaScript
const [guidPrimary, guidSecondary] = SetPlayerPedQuickSwapWeaponByGuid(ped);

// by hash
const [guidPrimary, guidSecondary] = Citizen.invokeNative('0xEC1F85DA51D3D6C4', ped, Citizen.pointerValueInt(), Citizen.pointerValueInt());
C#
var guidPrimary = new OutputArgument();
var guidSecondary = new OutputArgument();
Function.Call((Hash)0xEC1F85DA51D3D6C4, ped, guidPrimary, guidSecondary);
// guidPrimary.GetResult<int>()
// guidSecondary.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.

See also

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.