# WEAPON::_GET_LONGARMS_INSTANTLY_STORE_ON_DISMOUNT

- **Hash:** `0x5A695BD328586B44`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetLongarmsInstantlyStoreOnDismount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_LONGARM_STORE_ON_DISMOUNT_STATE`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_LONGARMS_INSTANTLY_STORE_ON_DISMOUNT

## Signature

```c
BOOL _GET_LONGARMS_INSTANTLY_STORE_ON_DISMOUNT(Ped ped, int p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`int`)

## Returns

`BOOL`

## Description

*Source: 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).

*Source: VORPCORE RDR3natives*

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

## Usage

### Lua

```lua
local retval = GetLongarmsInstantlyStoreOnDismount(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5A695BD328586B44, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GetLongarmsInstantlyStoreOnDismount(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x5A695BD328586B44', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
