# WEAPON::_SEND_WEAPON_TO_INVENTORY

- **Hash:** `0xE9BD19F8121ADE3E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SendWeaponToInventory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SEND_WEAPON_TO_INVENTORY

## Signature

```c
void _SEND_WEAPON_TO_INVENTORY(Ped ped, Hash weaponHash);
```

## Parameters

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

## Returns

`void`

## Description

Appears to just send specified weapon to your horse holster without having to be close
However, the weapon is not visible on the horse holster, but you can reach the weapon on the weapon wheel

## Usage

### Lua

```lua
SendWeaponToInventory(ped, weaponHash)

-- always available, by hash
Citizen.InvokeNative(0xE9BD19F8121ADE3E, ped, weaponHash)
```

### JavaScript

```js
SendWeaponToInventory(ped, weaponHash);

// by hash
Citizen.invokeNative('0xE9BD19F8121ADE3E', ped, weaponHash);
```

### C#

```csharp
Function.Call((Hash)0xE9BD19F8121ADE3E, ped, 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.*
