# WEAPON::_REFILL_AMMO_IN_CLIP

- **Hash:** `0xDF4A3404D022ADDE`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RefillAmmoInClip`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_REFILL_AMMO_IN_CLIP

## Signature

```c
Any _REFILL_AMMO_IN_CLIP(Ped ped, Any* clipInventoryUid, int p2);
```

## Parameters

- `ped` (`Ped`)
- `clipInventoryUid` (`Any*`)
- `p2` (`int`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval, clipInventoryUid = RefillAmmoInClip(ped, p2)

-- always available, by hash
local retval, clipInventoryUid = Citizen.InvokeNative(0xDF4A3404D022ADDE, ped, Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, clipInventoryUid] = RefillAmmoInClip(ped, p2);

// by hash
const [retval, clipInventoryUid] = Citizen.invokeNative('0xDF4A3404D022ADDE', ped, Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var clipInventoryUid = new OutputArgument();
int retval = Function.Call<int>((Hash)0xDF4A3404D022ADDE, ped, clipInventoryUid, p2);
// clipInventoryUid.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- 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.

## See also

- [WEAPON::GET_AMMO_IN_CLIP](https://natives.borderlinerp.com/natives/WEAPON/GET_AMMO_IN_CLIP.md)
- [WEAPON::SET_AMMO_IN_CLIP](https://natives.borderlinerp.com/natives/WEAPON/SET_AMMO_IN_CLIP.md)

*Sources: alloc8or RDR3 NativeDB.*
