# WEAPON::_GET_WEAPON_ATTACH_POINT

- **Hash:** `0xCAD4FE9398820D24`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponAttachPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_ATTACH_POINT

## Signature

```c
int _GET_WEAPON_ATTACH_POINT(Ped ped, int attachPoint);
```

## Parameters

- `ped` (`Ped`)
- `attachPoint` (`int`)

## Returns

`int`

## Description

Returns WeaponAttachPoint

## Usage

### Lua

```lua
local retval = GetWeaponAttachPoint(ped, attachPoint)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCAD4FE9398820D24, ped, attachPoint, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponAttachPoint(ped, attachPoint);

// by hash
const retval = Citizen.invokeNative('0xCAD4FE9398820D24', ped, attachPoint, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCAD4FE9398820D24, ped, attachPoint);
```

- 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.

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

*Sources: alloc8or RDR3 NativeDB.*
