_ENABLE_ALL_SPECIAL_AMMO_FOR_PED
Re-enables all special ammo variants for the given weapon on the specified ped (inverse of _DISABLE_ALL_SPECIAL_AMMO_FOR_PED).
0x404514D231DB27A0EnableAllSpecialAmmoForPedSignature
void _ENABLE_ALL_SPECIAL_AMMO_FOR_PED(Ped ped, Hash weaponHash);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
weaponHash | Hash | — |
Returns void
Description
Re-enables all special ammo variants for the given weapon on the specified ped (inverse of _DISABLE_ALL_SPECIAL_AMMO_FOR_PED).
Notes:
- Restores access to any supported special ammo types for that weapon (e.g. express, high velocity, split point, explosive, etc.).
- Useful to toggle back from a "regular ammo only" restriction.
- Per-ped/per-weapon setting.Enables all special ammo types for the specified weapon on the given ped.
This is the inverse of _DISABLE_ALL_SPECIAL_AMMO_FOR_PED, restoring the ped’s ability to use any special ammo variants available for that weapon.
Restores full access to special ammo categories such as express, high velocity, split point, explosive, etc.
Usage
EnableAllSpecialAmmoForPed(ped, weaponHash)
-- always works, by hash
Citizen.InvokeNative(0x404514D231DB27A0, ped, weaponHash)JavaScript and C#
EnableAllSpecialAmmoForPed(ped, weaponHash);
// by hash
Citizen.invokeNative('0x404514D231DB27A0', ped, weaponHash);Function.Call((Hash)0x404514D231DB27A0, ped, weaponHash);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("name")or a backtick literal like`name`. - The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
See also
_DISABLE_ALL_SPECIAL_AMMO_FOR_PEDDisables all special ammo variants for the given weapon on the specified ped, forcing regular/basic ammo only.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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