# WEAPON::_GET_PED_WEAPON_OBJECT

- **Hash:** `0x6CA484C9A7377E4F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPedWeaponObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_PED_WEAPON_OBJECT

## Signature

```c
Object _GET_PED_WEAPON_OBJECT(Ped ped, BOOL p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)

## Returns

`Object`

## Description

_GET_M* - _GET_PED_A*

## Usage

### Lua

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

-- always available, by hash
local retval = Citizen.InvokeNative(0x6CA484C9A7377E4F, ped, p1, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x6CA484C9A7377E4F', ped, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x6CA484C9A7377E4F, 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.*
