RedM Natives

_GET_WEAPON_NAME_2

Hash0x6D3AC61694A791C5
Runtime nameGetWeaponName_2
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

const char* _GET_WEAPON_NAME_2(Hash weaponHash);

Parameters

NameTypeDescription
weaponHashHash—

Returns const char*

Usage

Lua
local retval = GetWeaponName_2(weaponHash)

-- always works, by hash
local retval = Citizen.InvokeNative(0x6D3AC61694A791C5, weaponHash, Citizen.ResultAsString())
JavaScript and C#
JavaScript
const retval = GetWeaponName_2(weaponHash);

// by hash
const retval = Citizen.invokeNative('0x6D3AC61694A791C5', weaponHash, Citizen.returnResultAnyway(), Citizen.resultAsString());
C#
string retval = Function.Call<string>((Hash)0x6D3AC61694A791C5, 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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