_GET_LONGARMS_INSTANTLY_STORE_ON_DISMOUNT
Gets the ped setting that controls whether longarms are instantly stored on the mount when dismounting.
0x5A695BD328586B44GetLongarmsInstantlyStoreOnDismount_GET_LONGARM_STORE_ON_DISMOUNT_STATESignature
BOOL _GET_LONGARMS_INSTANTLY_STORE_ON_DISMOUNT(Ped ped, int p1);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
p1 | int | — |
Returns BOOL
Description
Gets the ped setting that controls whether longarms are instantly stored on the mount when dismounting.
Notes:
- p1 selects one of two internal bits (WeaponComponent+0x1B5); scripts consistently pass 0.
- SP scripts typically toggle this based on context (e.g., player on/near their saddle horse or horse has a holstered longarm, and the player is in a "safe/town" state and not under threat).
- Reads the same setting toggled by WEAPON::_SET_INSTANTLY_STORE_LONGARMS_ON_DISMOUNT (0xB832F1A686B9B810).
Returns the current state of longarm storage on dismount for the specified ped.
Usage
local retval = GetLongarmsInstantlyStoreOnDismount(ped, p1)
-- always works, by hash
local retval = Citizen.InvokeNative(0x5A695BD328586B44, ped, p1, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = GetLongarmsInstantlyStoreOnDismount(ped, p1);
// by hash
const retval = Citizen.invokeNative('0x5A695BD328586B44', ped, p1, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0x5A695BD328586B44, ped, p1);- 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
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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