# WEAPON::_SET_FORCE_CURRENT_WEAPON_INTO_COCKED_STATE

- **Hash:** `0x5230D3F6EE56CFE6`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetForceCurrentWeaponIntoCockedState`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_FORCE_CURRENT_WEAPON_INTO_COCKED_STATE

## Signature

```c
void _SET_FORCE_CURRENT_WEAPON_INTO_COCKED_STATE(Ped ped, int attachPoint);
```

## Parameters

- `ped` (`Ped`)
- `attachPoint` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
SetForceCurrentWeaponIntoCockedState(ped, attachPoint)

-- always available, by hash
Citizen.InvokeNative(0x5230D3F6EE56CFE6, ped, attachPoint)
```

### JavaScript

```js
SetForceCurrentWeaponIntoCockedState(ped, attachPoint);

// by hash
Citizen.invokeNative('0x5230D3F6EE56CFE6', ped, attachPoint);
```

### C#

```csharp
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.

## Related enums

- [eWeaponAttachPoint](https://natives.borderlinerp.com/enums/eWeaponAttachPoint.md) — 33 values

*Sources: alloc8or RDR3 NativeDB.*
