RedM Natives

_GET_LONGARMS_INSTANTLY_STORE_ON_DISMOUNT

Gets the ped setting that controls whether longarms are instantly stored on the mount when dismounting.

Hash0x5A695BD328586B44
Runtime nameGetLongarmsInstantlyStoreOnDismount
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_GET_LONGARM_STORE_ON_DISMOUNT_STATE

Signature

BOOL _GET_LONGARMS_INSTANTLY_STORE_ON_DISMOUNT(Ped ped, int p1);

Parameters

NameTypeDescription
pedPed—
p1int—

Returns BOOL

Description

alloc8or RDR3 NativeDB

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).

VORPCORE RDR3natives

Returns the current state of longarm storage on dismount for the specified ped.

Usage

Lua
local retval = GetLongarmsInstantlyStoreOnDismount(ped, p1)

-- always works, by hash
local retval = Citizen.InvokeNative(0x5A695BD328586B44, ped, p1, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = GetLongarmsInstantlyStoreOnDismount(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x5A695BD328586B44', ped, p1, Citizen.returnResultAnyway());
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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