_GET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID
Outputs cached guids
Hash
0xB7E52A058B07C7E2Runtime name
GetPlayerPedQuickSwapWeaponByGuidNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1232
Signature
void _GET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID(Ped ped, Any* guidPrimary, Any* guidSecondary);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
guidPrimary | Any* | — |
guidSecondary | Any* | — |
Returns void
Description
Outputs cached guids
Usage
local guidPrimary, guidSecondary = GetPlayerPedQuickSwapWeaponByGuid(ped)
-- always works, by hash
local guidPrimary, guidSecondary = Citizen.InvokeNative(0xB7E52A058B07C7E2, ped, Citizen.PointerValueInt(), Citizen.PointerValueInt())JavaScript and C#
const [guidPrimary, guidSecondary] = GetPlayerPedQuickSwapWeaponByGuid(ped);
// by hash
const [guidPrimary, guidSecondary] = Citizen.invokeNative('0xB7E52A058B07C7E2', ped, Citizen.pointerValueInt(), Citizen.pointerValueInt());var guidPrimary = new OutputArgument();
var guidSecondary = new OutputArgument();
Function.Call((Hash)0xB7E52A058B07C7E2, ped, guidPrimary, guidSecondary);
// guidPrimary.GetResult<int>()
// guidSecondary.GetResult<int>()- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
Any*arguments are often structs. Build them with a DataView buffer and pass it with:Buffer()— see the examples and notes below.- 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.
See also
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.