# WEAPON::_REGISTER_WEAPON_OBJECT_FOR_IGNITION

- **Hash:** `0x74C90AAACC1DD48F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RegisterWeaponObjectForIgnition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_REGISTER_WEAPON_OBJECT_FOR_IGNITION

## Signature

```c
void _REGISTER_WEAPON_OBJECT_FOR_IGNITION(Entity weaponObject);
```

## Parameters

- `weaponObject` (`Entity`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Registers a spawned weapon object as ignitable (enables fuse/lighting behavior).

Parameters:
- weaponObject: Weapon OBJECT entity (e.g., from CREATE_WEAPON_OBJECT).

Notes:
- Does not ignite instantly; it only enables ignition/fuse handling on the object.

*Source: VORPCORE RDR3natives*

Marks a created weapon object (e.g., a dynamite weapon object) as ignitable so it can be lit and detonate.
Use this after CreateWeaponObject for thrown explosives to enable fuse/ignition behavior.
weaponObject: Weapon object entity created via CreateWeaponObject (e.g., WEAPON_THROWN_DYNAMITE)

## Usage

### Lua

```lua
RegisterWeaponObjectForIgnition(weaponObject)

-- always available, by hash
Citizen.InvokeNative(0x74C90AAACC1DD48F, weaponObject)
```

### JavaScript

```js
RegisterWeaponObjectForIgnition(weaponObject);

// by hash
Citizen.invokeNative('0x74C90AAACC1DD48F', weaponObject);
```

### C#

```csharp
Function.Call((Hash)0x74C90AAACC1DD48F, weaponObject);
```

- 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.*
