# WEAPON::_GET_CAN_SWITCH_WEAPON

- **Hash:** `0xBC9444F2FF94A9C0`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetCanSwitchWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **Other names:** `_GET_PED_CAN_SWITCH_WEAPON`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_CAN_SWITCH_WEAPON

## Signature

```c
BOOL _GET_CAN_SWITCH_WEAPON(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns whether the ped is currently allowed to switch weapons (weapon switching not locked by internal code/state).

Script evidence: used as an additional gate in NPLOI__CAN_GUN_SPIN_PREVIEW; when it returns false scripts log "Prevented by Code" even if twirl-capable weapons exist in hand/holsters.

Example video: https://imgur.com/a/hawFMhN

*Source: VORPCORE RDR3natives*

Returns true if the ped can switch of weapon.

## Usage

### Lua

```lua
local retval = GetCanSwitchWeapon(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBC9444F2FF94A9C0, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetCanSwitchWeapon(ped);

// by hash
const retval = Citizen.invokeNative('0xBC9444F2FF94A9C0', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xBC9444F2FF94A9C0, ped);
```

- 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.*
