# WEAPON::_ENABLE_AMMO_TYPE_FOR_PED

- **Hash:** `0x3B7B7908B7ADFB4B`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `EnableAmmoTypeForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_ENABLE_AMMO_TYPE_FOR_PED

## Signature

```c
void _ENABLE_AMMO_TYPE_FOR_PED(Ped ped, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `weaponHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
EnableAmmoTypeForPed(ped, weaponHash)

-- always available, by hash
Citizen.InvokeNative(0x3B7B7908B7ADFB4B, ped, weaponHash)
```

### JavaScript

```js
EnableAmmoTypeForPed(ped, weaponHash);

// by hash
Citizen.invokeNative('0x3B7B7908B7ADFB4B', ped, weaponHash);
```

### C#

```csharp
Function.Call((Hash)0x3B7B7908B7ADFB4B, 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

- [WEAPON::_DISABLE_AMMO_TYPE_FOR_PED](https://natives.borderlinerp.com/natives/WEAPON/_DISABLE_AMMO_TYPE_FOR_PED.md)

*Sources: alloc8or RDR3 NativeDB.*
