{"hash":"0x74C90AAACC1DD48F","ns":"WEAPON","name":"_REGISTER_WEAPON_OBJECT_FOR_IGNITION","slug":"_REGISTER_WEAPON_OBJECT_FOR_IGNITION","official":false,"named":true,"luaName":"RegisterWeaponObjectForIgnition","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"weaponObject","type":"Entity"}],"summary":"Registers a spawned weapon object as ignitable (enables fuse/lighting behavior).","descriptions":[{"source":"alloc8or","format":"text","body":"Registers a spawned weapon object as ignitable (enables fuse/lighting behavior).\n\nParameters:\n- weaponObject: Weapon OBJECT entity (e.g., from CREATE_WEAPON_OBJECT).\n\nNotes:\n- Does not ignite instantly; it only enables ignition/fuse handling on the object."},{"source":"vorp","format":"text","body":"Marks a created weapon object (e.g., a dynamite weapon object) as ignitable so it can be lit and detonate.\nUse this after CreateWeaponObject for thrown explosives to enable fuse/ignition behavior.\nweaponObject: Weapon object entity created via CreateWeaponObject (e.g., WEAPON_THROWN_DYNAMITE)"}],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or","vorp"],"doc":2,"url":"https://natives.borderlinerp.com/natives/WEAPON/_REGISTER_WEAPON_OBJECT_FOR_IGNITION","markdownUrl":"https://natives.borderlinerp.com/natives/WEAPON/_REGISTER_WEAPON_OBJECT_FOR_IGNITION.md","snippets":{"lua":"RegisterWeaponObjectForIgnition(weaponObject)","luaInvoke":"Citizen.InvokeNative(0x74C90AAACC1DD48F, weaponObject)","js":"RegisterWeaponObjectForIgnition(weaponObject);","jsInvoke":"Citizen.invokeNative('0x74C90AAACC1DD48F', weaponObject);","csharp":"Function.Call((Hash)0x74C90AAACC1DD48F, weaponObject);","notes":["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."]}}