SET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID
Hash
0xEC1F85DA51D3D6C4Runtime name
SetPlayerPedQuickSwapWeaponByGuidNamespaceWEAPON
SideClient
NameOfficial
Docs
Since build1232
Signature
void SET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID(Ped ped, Any* guidPrimary, Any* guidSecondary);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
guidPrimary | Any* | — |
guidSecondary | Any* | — |
Returns void
Usage
local guidPrimary, guidSecondary = SetPlayerPedQuickSwapWeaponByGuid(ped)
-- always works, by hash
local guidPrimary, guidSecondary = Citizen.InvokeNative(0xEC1F85DA51D3D6C4, ped, Citizen.PointerValueInt(), Citizen.PointerValueInt())JavaScript and C#
const [guidPrimary, guidSecondary] = SetPlayerPedQuickSwapWeaponByGuid(ped);
// by hash
const [guidPrimary, guidSecondary] = Citizen.invokeNative('0xEC1F85DA51D3D6C4', ped, Citizen.pointerValueInt(), Citizen.pointerValueInt());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
_GET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUIDOutputs cached guids
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.