# WEAPON::_GET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID

- **Hash:** `0xB7E52A058B07C7E2`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetPlayerPedQuickSwapWeaponByGuid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID

## Signature

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

## Parameters

- `ped` (`Ped`)
- `guidPrimary` (`Any*`)
- `guidSecondary` (`Any*`)

## Returns

`void`

## Description

Outputs cached guids

## Usage

### Lua

```lua
local guidPrimary, guidSecondary = GetPlayerPedQuickSwapWeaponByGuid(ped)

-- always available, by hash
local guidPrimary, guidSecondary = Citizen.InvokeNative(0xB7E52A058B07C7E2, ped, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [guidPrimary, guidSecondary] = GetPlayerPedQuickSwapWeaponByGuid(ped);

// by hash
const [guidPrimary, guidSecondary] = Citizen.invokeNative('0xB7E52A058B07C7E2', ped, Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
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

- [WEAPON::SET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID](https://natives.borderlinerp.com/natives/WEAPON/SET_PLAYER_PED_QUICK_SWAP_WEAPON_BY_GUID.md)

*Sources: alloc8or RDR3 NativeDB.*
