# WEAPON::_GIVE_WEAPON_COMPONENT_TO_ENTITY

- **Hash:** `0x74C9090FDD1BB48E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GiveWeaponComponentToEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GIVE_WEAPON_COMPONENT_TO_ENTITY

## Signature

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

## Parameters

- `entity` (`Entity`)
- `componentHash` (`Hash`)
- `weaponHash` (`Hash`)
- `p3` (`BOOL`)

## Returns

`void`

## Description

entity can be a ped or weapon object.

## Usage

### Lua

```lua
GiveWeaponComponentToEntity(entity, componentHash, weaponHash, p3)

-- always available, by hash
Citizen.InvokeNative(0x74C9090FDD1BB48E, entity, componentHash, weaponHash, p3)
```

### JavaScript

```js
GiveWeaponComponentToEntity(entity, componentHash, weaponHash, p3);

// by hash
Citizen.invokeNative('0x74C9090FDD1BB48E', entity, componentHash, weaponHash, p3);
```

### C#

```csharp
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.*
