_GET_DEFAULT_UNARMED_WEAPON_HASH
Returns the ped's default unarmed weapon hash as defined in CPedModelInfo (DefaultUnarmedWeapon).
Hash
0x08FF1099ED2E6E21Runtime name
GetDefaultUnarmedWeaponHashNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207
Signature
Hash _GET_DEFAULT_UNARMED_WEAPON_HASH(Ped ped);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
Returns Hash
Description
Returns the ped's default unarmed weapon hash as defined in CPedModelInfo (DefaultUnarmedWeapon).
Falls back to WEAPON_UNARMED if the ped doesn't have a valid model info pointer, or 0 if the ped doesn't exist.
Usage
local retval = GetDefaultUnarmedWeaponHash(ped)
-- always works, by hash
local retval = Citizen.InvokeNative(0x08FF1099ED2E6E21, ped, Citizen.ResultAsInteger())JavaScript and C#
const retval = GetDefaultUnarmedWeaponHash(ped);
// by hash
const retval = Citizen.invokeNative('0x08FF1099ED2E6E21', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());int retval = Function.Call<int>((Hash)0x08FF1099ED2E6E21, ped);- 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.
Sources
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