# WEAPON::_HAS_WEAPON_ASSET_LOADED

- **Hash:** `0xFF07CF465F48B830`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `HasWeaponAssetLoaded`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_HAS_WEAPON_ASSET_LOADED

## Signature

```c
BOOL _HAS_WEAPON_ASSET_LOADED(Hash weaponHash);
```

## Parameters

- `weaponHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasWeaponAssetLoaded(weaponHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFF07CF465F48B830, weaponHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasWeaponAssetLoaded(weaponHash);

// by hash
const retval = Citizen.invokeNative('0xFF07CF465F48B830', weaponHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFF07CF465F48B830, weaponHash);
```

- 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.*
