RedM Natives

_GET_WEAPON_COMPONENT_TYPE_MODEL

Hash0x59DE03442B6C9598
Runtime nameGetWeaponComponentTypeModel
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

Hash _GET_WEAPON_COMPONENT_TYPE_MODEL(Hash componentHash);

Parameters

NameTypeDescription
componentHashHash—

Returns Hash

Usage

Lua
local retval = GetWeaponComponentTypeModel(componentHash)

-- always works, by hash
local retval = Citizen.InvokeNative(0x59DE03442B6C9598, componentHash, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = GetWeaponComponentTypeModel(componentHash);

// by hash
const retval = Citizen.invokeNative('0x59DE03442B6C9598', componentHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x59DE03442B6C9598, componentHash);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.
  • 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

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