RedM Natives

_GET_DEFAULT_UNARMED_WEAPON_HASH

Returns the ped's default unarmed weapon hash as defined in CPedModelInfo (DefaultUnarmedWeapon).

Hash0x08FF1099ED2E6E21
Runtime nameGetDefaultUnarmedWeaponHash
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

Hash _GET_DEFAULT_UNARMED_WEAPON_HASH(Ped ped);

Parameters

NameTypeDescription
pedPed—

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

Lua
local retval = GetDefaultUnarmedWeaponHash(ped)

-- always works, by hash
local retval = Citizen.InvokeNative(0x08FF1099ED2E6E21, ped, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = GetDefaultUnarmedWeaponHash(ped);

// by hash
const retval = Citizen.invokeNative('0x08FF1099ED2E6E21', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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