RedM Natives

_CREATE_WEAPON_OBJECT

Hash0x9888652B8BA77F73
Runtime nameCreateWeaponObject
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

Object _CREATE_WEAPON_OBJECT(Hash weaponHash, int ammoCount, float x, float y, float z, BOOL showWorldModel, float scale);

Parameters

NameTypeDescription
weaponHashHash—
ammoCountint—
xfloat—
yfloat—
zfloat—
showWorldModelBOOL—
scalefloat—

Returns Object

Usage

Lua
local retval = CreateWeaponObject(weaponHash, ammoCount, x, y, z, showWorldModel, scale)

-- always works, by hash
local retval = Citizen.InvokeNative(0x9888652B8BA77F73, weaponHash, ammoCount, x, y, z, showWorldModel, scale, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = CreateWeaponObject(weaponHash, ammoCount, x, y, z, showWorldModel, scale);

// by hash
const retval = Citizen.invokeNative('0x9888652B8BA77F73', weaponHash, ammoCount, x + 0.0000001, y + 0.0000001, z + 0.0000001, showWorldModel, scale + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x9888652B8BA77F73, weaponHash, ammoCount, x, y, z, showWorldModel, scale);
  • 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.
  • The name is a community guess and may change. If the named call is missing in your client build, use InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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