# WEAPON::_IS_WEAPON_HOLSTER_STATE_CHANGING

- **Hash:** `0x2387D6E9C6B478AA`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `IsWeaponHolsterStateChanging`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_IS_WEAPON_HOLSTER_STATE_CHANGING

## Signature

```c
BOOL _IS_WEAPON_HOLSTER_STATE_CHANGING(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`BOOL`

## Description

Returns true if the ped is currently holstering or unholstering a weapon

## Usage

### Lua

```lua
local retval = IsWeaponHolsterStateChanging(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2387D6E9C6B478AA, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsWeaponHolsterStateChanging(ped);

// by hash
const retval = Citizen.invokeNative('0x2387D6E9C6B478AA', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x2387D6E9C6B478AA, ped);
```

- 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.*
