RedM Natives

_GET_AMMO_TYPE_FOR_WEAPON

Identical to _GET_AMMO_RECOMMENDED_TYPE_FOR_WEAPON (0xEC97101A8F311282) -> same native handler address

Hash0x5C2EA6C44F515F34
Runtime nameGetAmmoTypeForWeapon
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

Hash _GET_AMMO_TYPE_FOR_WEAPON(Hash weaponHash);

Parameters

NameTypeDescription
weaponHashHash—

Returns Hash

Description

Identical to _GET_AMMO_RECOMMENDED_TYPE_FOR_WEAPON (0xEC97101A8F311282) -> same native handler address

Usage

Lua
local retval = GetAmmoTypeForWeapon(weaponHash)

-- always works, by hash
local retval = Citizen.InvokeNative(0x5C2EA6C44F515F34, weaponHash, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = GetAmmoTypeForWeapon(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x5C2EA6C44F515F34', weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x5C2EA6C44F515F34, 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.

Sources

alloc8or RDR3 NativeDB

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