# WEAPON::_MAKE_PED_RELOAD

- **Hash:** `0x79E1E511FF7EFB13`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `MakePedReload`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_MAKE_PED_RELOAD

## Signature

```c
Any _MAKE_PED_RELOAD(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

only works if there is ammo in the reserve, can reload while sprinting/walking/running

## Usage

### Lua

```lua
local retval = MakePedReload(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x79E1E511FF7EFB13, ped, Citizen.ResultAsInteger())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x79E1E511FF7EFB13', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x79E1E511FF7EFB13, 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, VORPCORE RDR3natives.*
