RedM Natives

_GET_WEAPON_NAME

Returns "WNS_INVALID" if the weapon is invalid/doesn't exist.

Hash0x89CF5FF3D363311E
Runtime nameGetWeaponName
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

const char* _GET_WEAPON_NAME(Hash weaponHash);

Parameters

NameTypeDescription
weaponHashHash—

Returns const char*

Description

Returns "WNS_INVALID" if the weapon is invalid/doesn't exist.

Usage

Lua
local retval = GetWeaponName(weaponHash)

-- always works, by hash
local retval = Citizen.InvokeNative(0x89CF5FF3D363311E, weaponHash, Citizen.ResultAsString())
JavaScript and C#
JavaScript
const retval = GetWeaponName(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x89CF5FF3D363311E', weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsString());
C#
string retval = Function.Call<string>((Hash)0x89CF5FF3D363311E, weaponHash);
  • 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

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