# WEAPON::_IS_PED_CARRYING_BACKUP_WEAPON

- **Hash:** `0x486C96A0DCD2BC92`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsPedCarryingBackupWeapon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_PED_CARRYING_BACKUP_WEAPON

## Signature

```c
BOOL _IS_PED_CARRYING_BACKUP_WEAPON(Ped ped, int attachPoint);
```

## Parameters

- `ped` (`Ped`)
- `attachPoint` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns true if the ped is carrying a backup weapon at the specified attach point. Use GET_PED_BACKUP_WEAPON to get the weapon hash.

*Source: VORPCORE RDR3natives*

true if there is a back up ped weapon get it using GET_PED_BACKUP_WEAPON

## Usage

### Lua

```lua
local retval = IsPedCarryingBackupWeapon(ped, attachPoint)

-- always available, by hash
local retval = Citizen.InvokeNative(0x486C96A0DCD2BC92, ped, attachPoint, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsPedCarryingBackupWeapon(ped, attachPoint);

// by hash
const retval = Citizen.invokeNative('0x486C96A0DCD2BC92', ped, attachPoint, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x486C96A0DCD2BC92, ped, attachPoint);
```

- 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, VORPCORE RDR3natives.*
