# WEAPON::_GIVE_WEAPON_COMPONENT_TO_WEAPON_OBJECT

- **Hash:** `0x1A47699E8D533E8F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GiveWeaponComponentToWeaponObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GIVE_WEAPON_COMPONENT_TO_WEAPON_OBJECT

## Signature

```c
void _GIVE_WEAPON_COMPONENT_TO_WEAPON_OBJECT(Object* weaponObject, Ped ped, Hash componentHash, BOOL p3);
```

## Parameters

- `weaponObject` (`Object*`)
- `ped` (`Ped`)
- `componentHash` (`Hash`)
- `p3` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
local weaponObject = GiveWeaponComponentToWeaponObject(ped, componentHash, p3)

-- always available, by hash
local weaponObject = Citizen.InvokeNative(0x1A47699E8D533E8F, Citizen.PointerValueInt(), ped, componentHash, p3)
```

### JavaScript

```js
const weaponObject = GiveWeaponComponentToWeaponObject(ped, componentHash, p3);

// by hash
const weaponObject = Citizen.invokeNative('0x1A47699E8D533E8F', Citizen.pointerValueInt(), ped, componentHash, p3);
```

### C#

```csharp
var weaponObject = new OutputArgument();
Function.Call((Hash)0x1A47699E8D533E8F, weaponObject, ped, componentHash, p3);
// weaponObject.GetResult<int>()
```

- 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` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- 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.*
