# WEAPON::_SET_VEHICLE_WEAPON_RELOAD_MODE

- **Hash:** `0x8A779706DA5CA3DD`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetVehicleWeaponReloadMode`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_VEHICLE_WEAPON_RELOAD_MODE

## Signature

```c
void _SET_VEHICLE_WEAPON_RELOAD_MODE(Vehicle vehicle, BOOL noReload, int p2);
```

## Parameters

- `vehicle` (`Vehicle`)
- `noReload` (`BOOL`)
- `p2` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Toggles reload behavior for certain vehicle-mounted cannons.

Params:
- vehicle: Vehicle with the mounted cannon.
- noReload: true = disable reload (continuous fire), false = normal reload.
- p2: unk, always -1 in R* scripts.

Notes:
- Observed only in SP scripts (native_son2, native_son3, smuggler2).
- Observed to apply to cannon vehicles (e.g., breach_cannon, hotchkiss_cannon), not general vehicle weapons/turrets.

*Source: VORPCORE RDR3natives*

Enables/disables reload behavior for vehicle-mounted **cannons**.
When noReload is true, the cannon fires without requiring a reload; when false, it must reload after shots.
Supported vehicles only:**breach_cannon** and **hotchkiss_cannon**

## Usage

### Lua

```lua
SetVehicleWeaponReloadMode(vehicle, noReload, p2)

-- always available, by hash
Citizen.InvokeNative(0x8A779706DA5CA3DD, vehicle, noReload, p2)
```

### JavaScript

```js
SetVehicleWeaponReloadMode(vehicle, noReload, p2);

// by hash
Citizen.invokeNative('0x8A779706DA5CA3DD', vehicle, noReload, p2);
```

### C#

```csharp
Function.Call((Hash)0x8A779706DA5CA3DD, vehicle, noReload, p2);
```

- 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, VORPCORE RDR3natives.*
