# WEAPON::_REMOVE_WEAPON_COMPONENT_FROM_PED

- **Hash:** `0x19F70C4D80494FF8`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RemoveWeaponComponentFromPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_REMOVE_WEAPON_COMPONENT_FROM_PED

## Signature

```c
void _REMOVE_WEAPON_COMPONENT_FROM_PED(Ped ped, Hash componentHash, Hash weaponHash);
```

## Parameters

- `ped` (`Ped`)
- `componentHash` (`Hash`)
- `weaponHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
RemoveWeaponComponentFromPed(ped, componentHash, weaponHash)

-- always available, by hash
Citizen.InvokeNative(0x19F70C4D80494FF8, ped, componentHash, weaponHash)
```

### JavaScript

```js
RemoveWeaponComponentFromPed(ped, componentHash, weaponHash);

// by hash
Citizen.invokeNative('0x19F70C4D80494FF8', ped, componentHash, weaponHash);
```

### C#

```csharp
Function.Call((Hash)0x19F70C4D80494FF8, ped, componentHash, weaponHash);
```

- 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.*
