{"hash":"0x51C3B71591811485","ns":"WEAPON","name":"_REMOVE_WEAPON_FROM_PED_BY_GUID","slug":"_REMOVE_WEAPON_FROM_PED_BY_GUID","official":false,"named":true,"luaName":"RemoveWeaponFromPedByGuid","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"ped","type":"Ped"},{"name":"weaponGuid","type":"Any*"},{"name":"removeReason","type":"Hash"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1311","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/WEAPON/_REMOVE_WEAPON_FROM_PED_BY_GUID","markdownUrl":"https://natives.borderlinerp.com/natives/WEAPON/_REMOVE_WEAPON_FROM_PED_BY_GUID.md","snippets":{"lua":"local weaponGuid = RemoveWeaponFromPedByGuid(ped, removeReason)","luaInvoke":"local weaponGuid = Citizen.InvokeNative(0x51C3B71591811485, ped, Citizen.PointerValueInt(), removeReason)","js":"const weaponGuid = RemoveWeaponFromPedByGuid(ped, removeReason);","jsInvoke":"const weaponGuid = Citizen.invokeNative('0x51C3B71591811485', ped, Citizen.pointerValueInt(), removeReason);","csharp":"var weaponGuid = new OutputArgument();\nFunction.Call((Hash)0x51C3B71591811485, ped, weaponGuid, removeReason);\n// weaponGuid.GetResult<int>()","notes":["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` ``.","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."]}}