RedM Natives

_REQUEST_WEAPON_ASSET

Hash0x72D4CB5DB927009C
Runtime nameRequestWeaponAsset
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _REQUEST_WEAPON_ASSET(Hash weaponHash, int p1, BOOL p2);

Parameters

NameTypeDescription
weaponHashHash—
p1int—
p2BOOL—

Returns void

Usage

Lua
RequestWeaponAsset(weaponHash, p1, p2)

-- always works, by hash
Citizen.InvokeNative(0x72D4CB5DB927009C, weaponHash, p1, p2)
JavaScript and C#
JavaScript
RequestWeaponAsset(weaponHash, p1, p2);

// by hash
Citizen.invokeNative('0x72D4CB5DB927009C', weaponHash, p1, p2);
C#
Function.Call((Hash)0x72D4CB5DB927009C, weaponHash, p1, p2);
  • 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.

See also

Sources

alloc8or RDR3 NativeDB

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