# WEAPON::_IS_PED_CARRYING_WEAPON_SNIPER_AT_ATTACH_POINT

- **Hash:** `0xD2209866B0CB72EA`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsPedCarryingWeaponSniperAtAttachPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_PED_CARRYING_WEAPON_SNIPER_AT_ATTACH_POINT

## Signature

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

## Parameters

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

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

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

*Source: VORPCORE RDR3natives*

Returns true if the ped has a sniper-type weapon equipped or stored in the specified attach point (slot).

## Usage

### Lua

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

-- always available, by hash
local retval = Citizen.InvokeNative(0xD2209866B0CB72EA, ped, attachPoint, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xD2209866B0CB72EA', ped, attachPoint, Citizen.returnResultAnyway());
```

### C#

```csharp
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 `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
