# WEAPON::_REMOVE_WEAPON_FROM_PED_BY_GUID

- **Hash:** `0x51C3B71591811485`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `RemoveWeaponFromPedByGuid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_REMOVE_WEAPON_FROM_PED_BY_GUID

## Signature

```c
void _REMOVE_WEAPON_FROM_PED_BY_GUID(Ped ped, Any* weaponGuid, Hash removeReason);
```

## Parameters

- `ped` (`Ped`)
- `weaponGuid` (`Any*`)
- `removeReason` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
local weaponGuid = RemoveWeaponFromPedByGuid(ped, removeReason)

-- always available, by hash
local weaponGuid = Citizen.InvokeNative(0x51C3B71591811485, ped, Citizen.PointerValueInt(), removeReason)
```

### JavaScript

```js
const weaponGuid = RemoveWeaponFromPedByGuid(ped, removeReason);

// by hash
const weaponGuid = Citizen.invokeNative('0x51C3B71591811485', ped, Citizen.pointerValueInt(), removeReason);
```

### C#

```csharp
var weaponGuid = new OutputArgument();
Function.Call((Hash)0x51C3B71591811485, ped, weaponGuid, removeReason);
// weaponGuid.GetResult<int>()
```

- 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.

*Sources: alloc8or RDR3 NativeDB.*
