_GIVE_WEAPON_COMPONENT_TO_ENTITY
entity can be a ped or weapon object.
Hash
0x74C9090FDD1BB48ERuntime name
GiveWeaponComponentToEntityNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _GIVE_WEAPON_COMPONENT_TO_ENTITY(Entity entity, Hash componentHash, Hash weaponHash, BOOL p3);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
componentHash | Hash | — |
weaponHash | Hash | — |
p3 | BOOL | — |
Returns void
Description
entity can be a ped or weapon object.
Usage
GiveWeaponComponentToEntity(entity, componentHash, weaponHash, p3)
-- always works, by hash
Citizen.InvokeNative(0x74C9090FDD1BB48E, entity, componentHash, weaponHash, p3)JavaScript and C#
GiveWeaponComponentToEntity(entity, componentHash, weaponHash, p3);
// by hash
Citizen.invokeNative('0x74C9090FDD1BB48E', entity, componentHash, weaponHash, p3);Function.Call((Hash)0x74C9090FDD1BB48E, entity, componentHash, weaponHash, p3);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("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
InvokeNativewith the hash — it always works.
Sources
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