# WEAPON::_GET_WEAPON_FROM_HORSE_HOLSTER

- **Hash:** `0xAFFD0CCF31F469B8`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponFromHorseHolster`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_GET_WEAPON_FROM_MOUNT`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_FROM_HORSE_HOLSTER

## Signature

```c
Hash _GET_WEAPON_FROM_HORSE_HOLSTER(Ped horse);
```

## Parameters

- `horse` (`Ped`)

## Returns

`Hash`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the weapon hash in the horse/mount's first holster slot, or 0 if empty/invalid.

*Source: VORPCORE RDR3natives*

Returns the weapon hash stored in the first holster slot of the specified mount.
returns 0 if no weapon or invalid

## Usage

### Lua

```lua
local retval = GetWeaponFromHorseHolster(horse)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAFFD0CCF31F469B8, horse, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponFromHorseHolster(horse);

// by hash
const retval = Citizen.invokeNative('0xAFFD0CCF31F469B8', horse, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xAFFD0CCF31F469B8, horse);
```

- 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, VORPCORE RDR3natives.*
