RedM Natives

_REMOVE_AMMO_FROM_PED

removeReason must be REMOVE_REASON_USED, REMOVE_REASON_GIVEN, REMOVE_REASON_DROPPED or REMOVE_REASON_DEBUG, unless amount is -1

Hash0xF4823C813CB8277D
Runtime nameRemoveAmmoFromPed
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _REMOVE_AMMO_FROM_PED(Ped ped, Hash weaponHash, int amount, Hash removeReason);

Parameters

NameTypeDescription
pedPed—
weaponHashHash—
amountint—
removeReasonHash—

Returns void

Description

removeReason must be REMOVE_REASON_USED, REMOVE_REASON_GIVEN, REMOVE_REASON_DROPPED or REMOVE_REASON_DEBUG, unless amount is -1

removeReason: see REMOVE_WEAPON_FROM_PED

Usage

Lua
RemoveAmmoFromPed(ped, weaponHash, amount, removeReason)

-- always works, by hash
Citizen.InvokeNative(0xF4823C813CB8277D, ped, weaponHash, amount, removeReason)
JavaScript and C#
JavaScript
RemoveAmmoFromPed(ped, weaponHash, amount, removeReason);

// by hash
Citizen.invokeNative('0xF4823C813CB8277D', ped, weaponHash, amount, removeReason);
C#
Function.Call((Hash)0xF4823C813CB8277D, ped, weaponHash, amount, removeReason);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.
  • 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

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