RedM Natives

_GIVE_WEAPON_COMPONENT_TO_ENTITY

entity can be a ped or weapon object.

Hash0x74C9090FDD1BB48E
Runtime nameGiveWeaponComponentToEntity
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _GIVE_WEAPON_COMPONENT_TO_ENTITY(Entity entity, Hash componentHash, Hash weaponHash, BOOL p3);

Parameters

NameTypeDescription
entityEntity—
componentHashHash—
weaponHashHash—
p3BOOL—

Returns void

Description

entity can be a ped or weapon object.

Usage

Lua
GiveWeaponComponentToEntity(entity, componentHash, weaponHash, p3)

-- always works, by hash
Citizen.InvokeNative(0x74C9090FDD1BB48E, entity, componentHash, weaponHash, p3)
JavaScript and C#
JavaScript
GiveWeaponComponentToEntity(entity, componentHash, weaponHash, p3);

// by hash
Citizen.invokeNative('0x74C9090FDD1BB48E', entity, componentHash, weaponHash, p3);
C#
Function.Call((Hash)0x74C9090FDD1BB48E, entity, componentHash, weaponHash, p3);
  • 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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