# WEAPON::_DOES_PED_HAVE_SHOTGUN

- **Hash:** `0xABC18A28BAD4B46F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `DoesPedHaveShotgun`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_DOES_PED_HAVE_SHOTGUN

## Signature

```c
BOOL _DOES_PED_HAVE_SHOTGUN(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

Returns whether the ped has a shotgun p1: 0 or 1

## Usage

### Lua

```lua
local retval = DoesPedHaveShotgun(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xABC18A28BAD4B46F, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesPedHaveShotgun(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xABC18A28BAD4B46F', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xABC18A28BAD4B46F, ped, p1);
```

- 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, VORPCORE RDR3natives.*
