# WEAPON::_SET_WEAPON_HOLSTERED

- **Hash:** `0x4820A6939D7CEF28`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetWeaponHolstered`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_PED_WEAPON_ON_BACK`
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_WEAPON_HOLSTERED

## Signature

```c
void _SET_WEAPON_HOLSTERED(Ped ped, BOOL disableAnim);
```

## Parameters

- `ped` (`Ped`)
- `disableAnim` (`BOOL`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Holster the holded shoulder weapon. Precisions: 0 means with anim while 1 means direct holster

## Usage

### Lua

```lua
SetWeaponHolstered(ped, disableAnim)

-- always available, by hash
Citizen.InvokeNative(0x4820A6939D7CEF28, ped, disableAnim)
```

### JavaScript

```js
SetWeaponHolstered(ped, disableAnim);

// by hash
Citizen.invokeNative('0x4820A6939D7CEF28', ped, disableAnim);
```

### C#

```csharp
Function.Call((Hash)0x4820A6939D7CEF28, ped, disableAnim);
```

- 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.*
