_IS_PED_CARRYING_WEAPON_SNIPER_AT_ATTACH_POINT
Checks whether the weapon stored/equipped at the specified ped attach point is classified as a sniper weapon.
Hash
0xD2209866B0CB72EARuntime name
IsPedCarryingWeaponSniperAtAttachPointNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _IS_PED_CARRYING_WEAPON_SNIPER_AT_ATTACH_POINT(Ped ped, int attachPoint);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
attachPoint | int | — |
Returns BOOL
Description
Checks whether the weapon stored/equipped at the specified ped attach point is classified as a sniper weapon.
Params:
- ped: Target ped.
- attachPoint: Attach point / weapon slot to check.
Returns:
- BOOL: True if that slot contains a sniper-class weapon.
Video:
- https://imgur.com/a/sRwan6L
Returns true if the ped has a sniper-type weapon equipped or stored in the specified attach point (slot).
Usage
local retval = IsPedCarryingWeaponSniperAtAttachPoint(ped, attachPoint)
-- always works, by hash
local retval = Citizen.InvokeNative(0xD2209866B0CB72EA, ped, attachPoint, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = IsPedCarryingWeaponSniperAtAttachPoint(ped, attachPoint);
// by hash
const retval = Citizen.invokeNative('0xD2209866B0CB72EA', ped, attachPoint, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0xD2209866B0CB72EA, ped, attachPoint);- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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