# WEAPON::_SET_VEHICLE_WEAPON_HEADING_LIMITS_2

- **Hash:** `0xBF5987E1CDE63501`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetVehicleWeaponHeadingLimits_2`
- **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_VEHICLE_WEAPON_HEADING_LIMITS_2

## Signature

```c
Any _SET_VEHICLE_WEAPON_HEADING_LIMITS_2(Vehicle vehicle, int p1, float minHeading, float maxHeading);
```

## Parameters

- `vehicle` (`Vehicle`)
- `p1` (`int`)
- `minHeading` (`float`)
- `maxHeading` (`float`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = SetVehicleWeaponHeadingLimits_2(vehicle, p1, minHeading, maxHeading)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBF5987E1CDE63501, vehicle, p1, minHeading, maxHeading, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = SetVehicleWeaponHeadingLimits_2(vehicle, p1, minHeading, maxHeading);

// by hash
const retval = Citizen.invokeNative('0xBF5987E1CDE63501', vehicle, p1, minHeading + 0.0000001, maxHeading + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBF5987E1CDE63501, vehicle, p1, minHeading, maxHeading);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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.*
