# WEAPON::_GET_WEAPON_SOOT

- **Hash:** `0x4BF66F8878F67663`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponSoot`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_SOOT

## Signature

```c
float _GET_WEAPON_SOOT(Object weaponObject);
```

## Parameters

- `weaponObject` (`Object`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetWeaponSoot(weaponObject)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4BF66F8878F67663, weaponObject, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetWeaponSoot(weaponObject);

// by hash
const retval = Citizen.invokeNative('0x4BF66F8878F67663', weaponObject, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x4BF66F8878F67663, weaponObject);
```

- 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.

## See also

- [WEAPON::_SET_WEAPON_SOOT](https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_SOOT.md)

*Sources: alloc8or RDR3 NativeDB.*
