RedM Natives

_SET_FORCE_CURRENT_WEAPON_INTO_COCKED_STATE

Hash0x5230D3F6EE56CFE6
Runtime nameSetForceCurrentWeaponIntoCockedState
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_FORCE_CURRENT_WEAPON_INTO_COCKED_STATE(Ped ped, int attachPoint);

Parameters

NameTypeDescription
pedPed—
attachPointint—

Returns void

Usage

Lua
SetForceCurrentWeaponIntoCockedState(ped, attachPoint)

-- always works, by hash
Citizen.InvokeNative(0x5230D3F6EE56CFE6, ped, attachPoint)
JavaScript and C#
JavaScript
SetForceCurrentWeaponIntoCockedState(ped, attachPoint);

// by hash
Citizen.invokeNative('0x5230D3F6EE56CFE6', ped, attachPoint);
C#
Function.Call((Hash)0x5230D3F6EE56CFE6, ped, attachPoint);
  • 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.

Enums and flags

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.