# WEAPON::_HIDE_PED_WEAPONS

- **Hash:** `0xFCCC886EDE3C63EC`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `HidePedWeapons`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_HIDE_PED_WEAPONS

## Signature

```c
void _HIDE_PED_WEAPONS(Ped ped, int p0, BOOL immediately);
```

## Parameters

- `ped` (`Ped`)
- `p0` (`int`)
- `immediately` (`BOOL`)

## Returns

`void`

## Description

Unequip current weapon and set current weapon to WEAPON_UNARMED.
p0 usually 2 in R* scripts. Doesn't seem to have any effect if changed....
immediately: if true it will instantly switch to unarmed

## Usage

### Lua

```lua
HidePedWeapons(ped, p0, immediately)

-- always available, by hash
Citizen.InvokeNative(0xFCCC886EDE3C63EC, ped, p0, immediately)
```

### JavaScript

```js
HidePedWeapons(ped, p0, immediately);

// by hash
Citizen.invokeNative('0xFCCC886EDE3C63EC', ped, p0, immediately);
```

### C#

```csharp
Function.Call((Hash)0xFCCC886EDE3C63EC, ped, p0, immediately);
```

- 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.

## See also

- [WEAPON::_HOLSTER_PED_WEAPONS](https://natives.borderlinerp.com/natives/WEAPON/_HOLSTER_PED_WEAPONS.md)

*Sources: alloc8or RDR3 NativeDB.*
