RedM Natives

_GET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID

Outputs cached guids

Hash0xB7E52A058B07C7E2
Runtime nameGetPlayerPedQuickSwapWeaponByGuid
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1232

Signature

void _GET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID(Ped ped, Any* guidPrimary, Any* guidSecondary);

Parameters

NameTypeDescription
pedPed—
guidPrimaryAny*—
guidSecondaryAny*—

Returns void

Description

Outputs cached guids

Usage

Lua
local guidPrimary, guidSecondary = GetPlayerPedQuickSwapWeaponByGuid(ped)

-- always works, by hash
local guidPrimary, guidSecondary = Citizen.InvokeNative(0xB7E52A058B07C7E2, ped, Citizen.PointerValueInt(), Citizen.PointerValueInt())
JavaScript and C#
JavaScript
const [guidPrimary, guidSecondary] = GetPlayerPedQuickSwapWeaponByGuid(ped);

// by hash
const [guidPrimary, guidSecondary] = Citizen.invokeNative('0xB7E52A058B07C7E2', ped, Citizen.pointerValueInt(), Citizen.pointerValueInt());
C#
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 InvokeNative with the hash — it always works.

See also

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.