RedM Natives

_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).

Hash0x404514D231DB27A0
Runtime nameEnableAllSpecialAmmoForPed
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _ENABLE_ALL_SPECIAL_AMMO_FOR_PED(Ped ped, Hash weaponHash);

Parameters

NameTypeDescription
pedPed—
weaponHashHash—

Returns void

Description

alloc8or RDR3 NativeDB

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.

VORPCORE RDR3natives

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

Lua
EnableAllSpecialAmmoForPed(ped, weaponHash)

-- always works, by hash
Citizen.InvokeNative(0x404514D231DB27A0, ped, weaponHash)
JavaScript and C#
JavaScript
EnableAllSpecialAmmoForPed(ped, weaponHash);

// by hash
Citizen.invokeNative('0x404514D231DB27A0', ped, weaponHash);
C#
Function.Call((Hash)0x404514D231DB27A0, ped, weaponHash);
  • 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`.
  • 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.

See also

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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