weapon
Methods
_get_weapon_unlock
function native.weapon._get_weapon_unlock(weapon_hash: int): int
_add_ammo_to_ped
function native.weapon._add_ammo_to_ped(ped: int, weapon_hash: int, amount: int, add_reason: int): void
_add_ammo_to_ped_by_type
function native.weapon._add_ammo_to_ped_by_type(ped: int, ammo_type: int, amount: int, add_reason: int): void
_remove_ammo_from_ped
removeReason must be REMOVE_REASON_USED, REMOVE_REASON_GIVEN, REMOVE_REASON_DROPPED or REMOVE_REASON_DEBUG, unless amount is -1
removeReason: see REMOVE_WEAPON_FROM_PED
function native.weapon._remove_ammo_from_ped(ped: int, weapon_hash: int, amount: int, remove_reason: int): void
_remove_ammo_from_ped_by_type
removeReason must be REMOVE_REASON_USED, REMOVE_REASON_GIVEN, REMOVE_REASON_DROPPED or REMOVE_REASON_DEBUG, unless amount is -1
removeReason: see REMOVE_WEAPON_FROM_PED
function native.weapon._remove_ammo_from_ped_by_type(ped: int, ammo_hash: int, amount: int, remove_reason: int): void
_remove_all_ped_ammo
function native.weapon._remove_all_ped_ammo(ped: int): void
set_ped_ammo
function native.weapon.set_ped_ammo(ped: int, weapon_hash: int, ammo: int): void
_0x8a779706da5ca3dd
function native.weapon._0x8a779706da5ca3dd(ped: int, p1: bool, p2: int): void
_0x9409c62504a8f9e9
function native.weapon._0x9409c62504a8f9e9(vehicle: int, p1: bool): void
_set_vehicle_weapon_heading_limits
function native.weapon._set_vehicle_weapon_heading_limits(vehicle: int, p1: int, min_heading: float, max_heading: float): void
_set_vehicle_weapon_heading_limits_2
function native.weapon._set_vehicle_weapon_heading_limits_2(vehicle: int, p1: int, min_heading: float, max_heading: float): int
set_vehicle_weapon_heading
function native.weapon.set_vehicle_weapon_heading(vehicle: int, seat_index: int, heading: float, p3: bool): void
set_ped_infinite_ammo
function native.weapon.set_ped_infinite_ammo(ped: int, toggle: bool, weapon_hash: int): void
_set_ped_infinite_ammo_clip
function native.weapon._set_ped_infinite_ammo_clip(ped: int, toggle: bool): void
get_ammo_in_ped_weapon
function native.weapon.get_ammo_in_ped_weapon(ped: int, weapon_hash: int): int
get_max_ammo_in_clip
function native.weapon.get_max_ammo_in_clip(ped: int, weapon_hash: int, p2: bool): int
get_ammo_in_clip
function native.weapon.get_ammo_in_clip(ped: int, ammo: ptr int, weapon_hash: int): bool
_get_ammo_in_clip_by_inventory_uid
function native.weapon._get_ammo_in_clip_by_inventory_uid(ped: int, ammo: ptr int, inventory_uid: ptr int): bool
set_ammo_in_clip
function native.weapon.set_ammo_in_clip(ped: int, weapon_hash: int, ammo: int): bool
_refill_ammo_in_clip
function native.weapon._refill_ammo_in_clip(ped: int, clip_inventory_uid: ptr int, p2: int): int
get_max_ammo
function native.weapon.get_max_ammo(ped: int, ammo: ptr int, weapon_hash: int): bool
set_ped_ammo_by_type
function native.weapon.set_ped_ammo_by_type(ped: int, ammo_type: int, ammo: int): void
get_ped_ammo_by_type
function native.weapon.get_ped_ammo_by_type(ped: int, ammo_type: int): int
set_ped_ammo_to_drop
function native.weapon.set_ped_ammo_to_drop(ped: int, p1: int, p2: int): void
_get_ammo_type_for_weapon
function native.weapon._get_ammo_type_for_weapon(weapon_hash: int): int
get_ped_ammo_type_from_weapon
function native.weapon.get_ped_ammo_type_from_weapon(ped: int, weapon_hash: int): int
_get_weapon_type_from_ammo_type
function native.weapon._get_weapon_type_from_ammo_type(ammo_type: int): int
_get_weapon_component_type_model
function native.weapon._get_weapon_component_type_model(component_hash: int): int
_get_weapontype_model
function native.weapon._get_weapontype_model(weapon_hash: int): int
_get_weapontype_slot
function native.weapon._get_weapontype_slot(weapon_hash: int): int
get_weapontype_group
function native.weapon.get_weapontype_group(weapon_hash: int): int
_0xf8204ef17410bf43
function native.weapon._0xf8204ef17410bf43(weapon_group_hash: int, p1: float, p2: float, p3: int): int
_is_weapon_kit
function native.weapon._is_weapon_kit(weapon_hash: int): bool
_is_weapon_kit_2
function native.weapon._is_weapon_kit_2(weapon_hash: int): bool
is_weapon_bow
function native.weapon.is_weapon_bow(weapon_hash: int): bool
_is_weapon_lantern
function native.weapon._is_weapon_lantern(weapon_hash: int): bool
_is_weapon_torch
function native.weapon._is_weapon_torch(weapon_hash: int): bool
give_weapon_to_ped_with_options
function native.weapon.give_weapon_to_ped_with_options(ped: int, data: ptr int, out_data: ptr int): bool
give_weapon_to_ped
Gives the ped the weapon. List: https://github.com/femga/rdr3_discoveries/blob/master/weapons/weapons.lua
Params: p7 is 0.5f, and p8 is 1.0f. p11 and p12 are both 0 in R* Scripts attachPoint: see SET_CURRENT_PED_WEAPON addReason: see _ADD_AMMO_TO_PED permanentDegradation: default 0.5, any higher than 0 it will automatically make the weapon worn, you can also adjust the value to change the weapons maximum cleanliness
function native.weapon.give_weapon_to_ped(ped: int, weapon_hash: int, ammo_count: int, b_force_in_hand: bool, b_force_in_holster: bool, attach_point: int, b_allow_multiple_copies: bool, p7: float, p8: float, add_reason: int, b_ignore_unlocks: bool, permanent_degradation: float, p12: bool): int
_set_force_current_weapon_into_cocked_state
function native.weapon._set_force_current_weapon_into_cocked_state(ped: int, attach_point: int): void
_0x9f0e1892c7f228a8
function native.weapon._0x9f0e1892c7f228a8(p0: bool): int
_holster_ped_weapons
function native.weapon._holster_ped_weapons(ped: int, p1: bool, p2: bool, p3: bool, immediately: bool): void
_hide_ped_weapons
function native.weapon._hide_ped_weapons(ped: int, p0: int, immediately: bool): void
_0x4820a6939d7cef28
function native.weapon._0x4820a6939d7cef28(p0: int, p1: int): void
set_current_ped_weapon
function native.weapon.set_current_ped_weapon(ped: int, weapon_hash: int, equip_now: bool, attach_point: int, p4: bool, p5: bool): void
get_current_ped_weapon
function native.weapon.get_current_ped_weapon(ped: int, weapon_hash: ptr int, p2: bool, attach_point: int, p4: bool): bool
get_current_ped_weapon_entity_index
function native.weapon.get_current_ped_weapon_entity_index(ped: int, attach_point: int): int
_enable_weapon_restore
function native.weapon._enable_weapon_restore(ped: int): bool
get_ped_backup_weapon
function native.weapon.get_ped_backup_weapon(ped: int, p1: bool): int
_0x486c96a0dcd2bc92
function native.weapon._0x486c96a0dcd2bc92(p0: int, p1: int): int
_get_ped_worst_weapon
function native.weapon._get_ped_worst_weapon(ped: int, p1: bool, p2: bool, p3: bool): int
get_best_ped_weapon
function native.weapon.get_best_ped_weapon(ped: int, p1: bool, p2: bool): int
_get_best_ped_weapon_in_inventory
function native.weapon._get_best_ped_weapon_in_inventory(ped: int, p1: int, guid_primary: ptr int): int
get_best_ped_shortarm_guid
function native.weapon.get_best_ped_shortarm_guid(ped: int, out_guid: ptr int, p2: bool, p3: bool): void
get_ped_weapon_guid_at_attach_point
function native.weapon.get_ped_weapon_guid_at_attach_point(ped: int, attach_point: int, weapon_guid: ptr int): bool
_get_best_ped_weapon_in_group
function native.weapon._get_best_ped_weapon_in_group(ped: int, weapon_group: int, p2: bool, p3: bool): int
_get_default_unarmed_weapon_hash
function native.weapon._get_default_unarmed_weapon_hash(ped: int): int
_set_ammo_in_turret
function native.weapon._set_ammo_in_turret(vehicle: int, turret_hash: int, ammo: int): void
set_current_ped_vehicle_weapon
function native.weapon.set_current_ped_vehicle_weapon(ped: int, weapon_hash: int): bool
get_current_ped_vehicle_weapon
function native.weapon.get_current_ped_vehicle_weapon(ped: int, weapon_hash: ptr int): bool
is_ped_armed
function native.weapon.is_ped_armed(ped: int, flags: int): bool
_0xa2091482ed42ef85
function native.weapon._0xa2091482ed42ef85(p0: int, p1: int): int
_is_weapon_holster_state_changing
function native.weapon._is_weapon_holster_state_changing(ped: int): bool
is_weapon_valid
function native.weapon.is_weapon_valid(weapon_hash: int): bool
_is_ammo_valid
function native.weapon._is_ammo_valid(ammo_hash: int): bool
_0x23bf601a42f329a0
function native.weapon._0x23bf601a42f329a0(p0: int): int
is_ped_carrying_weapon
function native.weapon.is_ped_carrying_weapon(ped: int, weapon_hash: int): bool
has_ped_got_weapon
function native.weapon.has_ped_got_weapon(ped: int, weapon_hash: int, p2: int, p3: bool): bool
_0x07e1c35f0078c3f9
function native.weapon._0x07e1c35f0078c3f9(ped: int, weapon: int): bool
is_ped_weapon_ready_to_shoot
function native.weapon.is_ped_weapon_ready_to_shoot(ped: int): bool
_get_ped_weapon_in_slot
function native.weapon._get_ped_weapon_in_slot(ped: int, slot_hash: int): int
give_delayed_weapon_to_ped
function native.weapon.give_delayed_weapon_to_ped(ped: int, weapon_hash: int, ammo_count: int, p3: bool, add_reason: int): void
remove_all_ped_weapons
function native.weapon.remove_all_ped_weapons(ped: int, p1: bool, p2: bool): void
remove_weapon_from_ped
function native.weapon.remove_weapon_from_ped(ped: int, weapon_hash: int, p2: bool, remove_reason: int): void
_remove_weapon_from_ped_by_guid
function native.weapon._remove_weapon_from_ped_by_guid(ped: int, weapon_guid: ptr int, remove_reason: int): void
hide_ped_weapon_for_scripted_cutscene
function native.weapon.hide_ped_weapon_for_scripted_cutscene(ped: int, toggle: bool): void
set_ped_current_weapon_visible
function native.weapon.set_ped_current_weapon_visible(ped: int, visible: bool, deselect_weapon: bool, p3: bool, p4: bool): void
_set_ped_weapon_attach_point_visibility
function native.weapon._set_ped_weapon_attach_point_visibility(ped: int, attach_point: int, visible: bool): void
_set_ped_all_weapons_visibility
function native.weapon._set_ped_all_weapons_visibility(ped: int, visible: bool): void
set_ped_drops_weapons_when_dead
function native.weapon.set_ped_drops_weapons_when_dead(ped: int, toggle: bool): void
_0x431240a58484d5d0
function native.weapon._0x431240a58484d5d0(ped: int, toggle: bool): void
_0x45e57fdd531c9477
function native.weapon._0x45e57fdd531c9477(ped: int, toggle: bool): void
_0xf08d8feb455f2c8c
function native.weapon._0xf08d8feb455f2c8c(ped: int, toggle: bool): void
_0x16d9841a85fa627e
function native.weapon._0x16d9841a85fa627e(ped: int, toggle: bool): void
get_ped_last_weapon_impact_coord
function native.weapon.get_ped_last_weapon_impact_coord(ped: int, coords: ref vec3): bool
_clear_ped_last_weapon_damage
function native.weapon._clear_ped_last_weapon_damage(ped: int): void
_has_entity_been_damaged_by_weapon
function native.weapon._has_entity_been_damaged_by_weapon(entity: int, weapon_name: int, weapon_type: int): bool
set_ped_drops_inventory_weapon
function native.weapon.set_ped_drops_inventory_weapon(ped: int, weapon_hash: int, x_offset: float, y_offset: float, z_offset: float, ammo_count: int): void
_0xb0fb9b196a3d13f0
function native.weapon._0xb0fb9b196a3d13f0(p0: int, p1: int, p2: int): void
_0x2ebf70e1d8c06683
function native.weapon._0x2ebf70e1d8c06683(ped: int, p1: int): void
_0x63b83a526329afbc
function native.weapon._0x63b83a526329afbc(p0: int): void
_make_ped_reload
function native.weapon._make_ped_reload(ped: int): int
_refill_ammo_in_current_ped_weapon
function native.weapon._refill_ammo_in_current_ped_weapon(ped: int): int
make_ped_drop_weapon
function native.weapon.make_ped_drop_weapon(ped: int, p1: bool, attach_point: int, p3: bool, p4: bool): int
_get_ped_current_held_weapon
function native.weapon._get_ped_current_held_weapon(ped: int): int
set_allow_any_weapon_drop
function native.weapon.set_allow_any_weapon_drop(ped: int, toggle: bool): void
_0xa3716a77dcf17424
function native.weapon._0xa3716a77dcf17424(p0: int, p1: int, p2: int): void
_0x457b16951ad77c1b
function native.weapon._0x457b16951ad77c1b(p0: int): void
_0x3799efcc3c8cd5e1
function native.weapon._0x3799efcc3c8cd5e1(p0: int): int
_get_max_lockon_distance_of_current_ped_weapon
function native.weapon._get_max_lockon_distance_of_current_ped_weapon(ped: int): float
_remove_weapon_component_from_ped
function native.weapon._remove_weapon_component_from_ped(ped: int, component_hash: int, weapon_hash: int): void
_has_ped_got_weapon_component
function native.weapon._has_ped_got_weapon_component(ped: int, component_hash: int, weapon_hash: int): bool
_is_ped_current_weapon_holstered
function native.weapon._is_ped_current_weapon_holstered(ped: int): bool
_0xd2209866b0cb72ea
function native.weapon._0xd2209866b0cb72ea(p0: int, p1: int): int
_request_weapon_asset
function native.weapon._request_weapon_asset(weapon_hash: int, p1: int, p2: bool): void
_has_weapon_asset_loaded
function native.weapon._has_weapon_asset_loaded(weapon_hash: int): bool
_remove_weapon_asset
function native.weapon._remove_weapon_asset(weapon_hash: int): void
_0xe9b3fec825668291
function native.weapon._0xe9b3fec825668291(p0: int, p1: int, p2: int): void
_0x9cca3131e6b53c68
function native.weapon._0x9cca3131e6b53c68(p0: int, p1: int, p2: int): int
_get_weapon_name_2
function native.weapon._get_weapon_name_2(weapon_hash: int): string
_get_weapon_name
function native.weapon._get_weapon_name(weapon_hash: int): string
_get_weapon_name_with_permanent_degradation
function native.weapon._get_weapon_name_with_permanent_degradation(weapon_hash: int, permanent_degradation_level: float): string
_0xb832f1a686b9b810
function native.weapon._0xb832f1a686b9b810(p0: int, p1: int, p2: int): void
_0x5a695bd328586b44
function native.weapon._0x5a695bd328586b44(p0: int, p1: int): int
_0x641351e9ad103890
function native.weapon._0x641351e9ad103890(p0: int, p1: int): void
set_instantly_equip_weapon_pickups
function native.weapon.set_instantly_equip_weapon_pickups(ped: int, toggle: bool): void
_set_force_auto_equip
function native.weapon._set_force_auto_equip(ped: int, toggle: bool): void
_send_weapon_to_inventory
function native.weapon._send_weapon_to_inventory(ped: int, weapon_hash: int): void
_0x14ff0c2545527f9b
function native.weapon._0x14ff0c2545527f9b(horse: int, weapon_hash: int, ped: int): void
_0xd4c6e24d955ff061
function native.weapon._0xd4c6e24d955ff061(p0: int): void
_0xaffd0ccf31f469b8
function native.weapon._0xaffd0ccf31f469b8(p0: int): int
_get_weapon_stat_id
function native.weapon._get_weapon_stat_id(weapon_hash: int): int
_has_entity_been_damaged_by_weapon_recently
function native.weapon._has_entity_been_damaged_by_weapon_recently(entity: int, weapon_hash: int, ms: int): bool
_get_ped_hogtie_weapon
function native.weapon._get_ped_hogtie_weapon(ped: int): int
_create_weapon_object
function native.weapon._create_weapon_object(weapon_hash: int, ammo_count: int, x: float, y: float, z: float, show_world_model: bool, scale: float): int
remove_weapon_component_from_weapon_object
function native.weapon.remove_weapon_component_from_weapon_object(weapon_object: int, component: int): void
has_weapon_got_weapon_component
function native.weapon.has_weapon_got_weapon_component(weapon: int, addon_hash: int): bool
_give_weapon_component_to_weapon_object
function native.weapon._give_weapon_component_to_weapon_object(weapon_object: ptr int, ped: int, component_hash: int, p3: bool): void
_get_weapon_object_from_ped
function native.weapon._get_weapon_object_from_ped(ped: int, p1: bool): int
_get_ped_weapon_object
function native.weapon._get_ped_weapon_object(ped: int, p1: bool): int
_give_weapon_component_to_entity
function native.weapon._give_weapon_component_to_entity(entity: int, component_hash: int, weapon_hash: int, p3: bool): void
_0x74c9080fdd1bb48e
function native.weapon._0x74c9080fdd1bb48e(p0: int, p1: int): void
_0x74c9080fdd1bb48f
function native.weapon._0x74c9080fdd1bb48f(p0: int, p1: int): void
_0x74c2365fdd1bb48f
function native.weapon._0x74c2365fdd1bb48f(p0: int, p1: int): void
_0x74c90aaacc1dd48f
function native.weapon._0x74c90aaacc1dd48f(p0: int): void
_0x74c8000fdd1bb111
function native.weapon._0x74c8000fdd1bb111(p0: int, p1: int): int
_0x74c8000fdd1bb222
function native.weapon._0x74c8000fdd1bb222(p0: int, p1: int): int
_get_weapon_gun_spinning_weapon_emote_trick_type_hash
function native.weapon._get_weapon_gun_spinning_weapon_emote_trick_type_hash(emote: int, weapon_emote_trick_type: int): int
_set_active_gun_spinning_equip_kit_emote_twirl
function native.weapon._set_active_gun_spinning_equip_kit_emote_twirl(ped: int, emote: int): void
_get_ped_gun_spinning_equipped_kit_emote_twirl
function native.weapon._get_ped_gun_spinning_equipped_kit_emote_twirl(ped: int): int
_set_active_gun_spinning_kit_emote_twirl
function native.weapon._set_active_gun_spinning_kit_emote_twirl(ped: int, weapon_emote_trick_type: int, spin: int): void
_get_ped_gun_spinning_hash_from_weapon_emote_variation
function native.weapon._get_ped_gun_spinning_hash_from_weapon_emote_variation(ped: int, weapon_emote_variation: int): int
_get_weapon_emote_variation
Returns weaponEmoteVariation
WEAPON_EMOTE_VARIATION_INVALID = -2, WEAPON_EMOTE_VARIATION_BASE, WEAPON_EMOTE_VARIATION_A, WEAPON_EMOTE_VARIATION_B, WEAPON_EMOTE_VARIATION_C, WEAPON_EMOTE_VARIATION_D, WEAPON_EMOTE_VARIATION_PREVIEW, WEAPON_EMOTE_NUM_VARIATIONS
function native.weapon._get_weapon_emote_variation(ped: int, variation: int): int
_set_gun_spinning_inventory_slot_id_activate
function native.weapon._set_gun_spinning_inventory_slot_id_activate(ped: int, emote_type: int): void
_get_can_twirl_weapon
function native.weapon._get_can_twirl_weapon(weapon_hash: int): bool
_get_correct_kit_emote_twirl_gun
function native.weapon._get_correct_kit_emote_twirl_gun(ped: int, weapon_guid: ptr int): bool
_0xbc9444f2ff94a9c0
function native.weapon._0xbc9444f2ff94a9c0(p0: int): int
_get_default_ped_weapon_collection
function native.weapon._get_default_ped_weapon_collection(ped_model: int): int
_give_weapon_collection_to_ped
function native.weapon._give_weapon_collection_to_ped(ped: int, weapon_collection: int): void
_0xf252a85b8f3f8c58
function native.weapon._0xf252a85b8f3f8c58(weapon_collection: int, dualwield_variant: int): bool
_0x9eefd670f10656d7
function native.weapon._0x9eefd670f10656d7(weapon_collection: int, weapon_group: int): int
_0xf2f585411e748b9c
function native.weapon._0xf2f585411e748b9c(p0: int, p1: int): int
get_weapon_clip_size
function native.weapon.get_weapon_clip_size(weapon_hash: int): int
_0xa769d753922b031b
function native.weapon._0xa769d753922b031b(p0: int, p1: int, p2: int): void
_0xc5899c4cd2e2495d
function native.weapon._0xc5899c4cd2e2495d(p0: int): void
get_allow_dual_wield
function native.weapon.get_allow_dual_wield(ped: int): bool
_set_allow_dual_wield
function native.weapon._set_allow_dual_wield(ped: int, allow: bool): void
_0x44c8f4908f1b2622
function native.weapon._0x44c8f4908f1b2622(ped: int, ammo_hash: int): bool
_is_weapon_knife
function native.weapon._is_weapon_knife(weapon_hash: int): bool
is_weapon_revolver
function native.weapon.is_weapon_revolver(weapon_hash: int): bool
is_weapon_pistol
function native.weapon.is_weapon_pistol(weapon_hash: int): bool
is_weapon_repeater
function native.weapon.is_weapon_repeater(weapon_hash: int): bool
is_weapon_rifle
function native.weapon.is_weapon_rifle(weapon_hash: int): bool
is_weapon_shotgun
function native.weapon.is_weapon_shotgun(weapon_hash: int): bool
_is_weapon_sniper
function native.weapon._is_weapon_sniper(weapon_hash: int): bool
is_weapon_melee_weapon
function native.weapon.is_weapon_melee_weapon(weapon_hash: int): bool
_is_weapon_throwable
function native.weapon._is_weapon_throwable(weapon_hash: int): bool
_is_weapon_lasso
function native.weapon._is_weapon_lasso(weapon_hash: int): bool
_is_weapon_binoculars
function native.weapon._is_weapon_binoculars(weapon_hash: int): bool
is_weapon_a_gun
function native.weapon.is_weapon_a_gun(weapon_hash: int): bool
_is_weapon_two_handed
function native.weapon._is_weapon_two_handed(weapon_hash: int): bool
_is_weapon_one_handed
function native.weapon._is_weapon_one_handed(weapon_hash: int): bool
_is_weapon_silent
function native.weapon._is_weapon_silent(weapon_hash: int): bool
_0xea522f991e120d45
function native.weapon._0xea522f991e120d45(p0: int): int
_is_ammo_silent
function native.weapon._is_ammo_silent(ammo_hash: int): bool
_is_ammo_silent_2
function native.weapon._is_ammo_silent_2(ammo_hash: int): bool
should_weapon_be_discarded_when_swapped
function native.weapon.should_weapon_be_discarded_when_swapped(weapon_hash: int): bool
_0x5b235f24472f2c3b
function native.weapon._0x5b235f24472f2c3b(p0: int, p1: int): int
_0xbfca7afabf9d7967
function native.weapon._0xbfca7afabf9d7967(p0: int, p1: int): int
_0x495a04caec263af8
function native.weapon._0x495a04caec263af8(p0: int, p1: int): int
_0x95ca12e2c68043e5
function native.weapon._0x95ca12e2c68043e5(p0: int, p1: int): int
_0xabc18a28bad4b46f
function native.weapon._0xabc18a28bad4b46f(p0: int, p1: int): int
_0x80bb243789008a82
function native.weapon._0x80bb243789008a82(p0: int, p1: int): int
_get_weapon_damage
function native.weapon._get_weapon_damage(weapon_object: int): float
_set_weapon_damage
function native.weapon._set_weapon_damage(weapon_object: int, level: float, p2: bool): void
_get_weapon_dirt
function native.weapon._get_weapon_dirt(weapon_object: int): float
_set_weapon_dirt
function native.weapon._set_weapon_dirt(weapon_object: int, level: float, p2: bool): void
_get_weapon_soot
function native.weapon._get_weapon_soot(weapon_object: int): float
_set_weapon_soot
function native.weapon._set_weapon_soot(weapon_object: int, level: float, p2: bool): void
_set_weapon_level_threshold
function native.weapon._set_weapon_level_threshold(weapon_object: int, threshold: float): void
get_weapon_degradation
function native.weapon.get_weapon_degradation(weapon_object: int): float
get_weapon_permanent_degradation
function native.weapon.get_weapon_permanent_degradation(weapon_object: int): float
_set_weapon_degradation
function native.weapon._set_weapon_degradation(weapon_object: int, level: float): void
_listen_projectile_hit_events
function native.weapon._listen_projectile_hit_events(listen: bool): void
_get_weapon_scale
function native.weapon._get_weapon_scale(weapon_object: int): float
_set_weapon_scale
function native.weapon._set_weapon_scale(weapon_object: int, scale: float): void
_0x58425fca3d3a2d15
function native.weapon._0x58425fca3d3a2d15(p0: int): int
_0xec97101a8f311282
function native.weapon._0xec97101a8f311282(p0: int): int
_get_current_ped_weapon_ammo_type
function native.weapon._get_current_ped_weapon_ammo_type(ped: int, weapon_object: int): int
_get_current_ammo_type_from_guid
function native.weapon._get_current_ammo_type_from_guid(ped: int, weapon_guid: ptr int): int
_is_ammo_type_valid_for_weapon
function native.weapon._is_ammo_type_valid_for_weapon(weapon_hash: int, ammo_hash: int): bool
_set_ammo_type_for_ped_weapon
function native.weapon._set_ammo_type_for_ped_weapon(ped: int, weapon_hash: int, ammo_hash: int): void
_0x183ce355115b6e75
function native.weapon._0x183ce355115b6e75(p0: int, p1: int): void
_set_ammo_type_for_ped_weapon_inventory
function native.weapon._set_ammo_type_for_ped_weapon_inventory(ped: int, weapon_inventory_uid: ptr int, ammo_hash: int): void
_disable_ammo_type_for_ped_weapon
function native.weapon._disable_ammo_type_for_ped_weapon(ped: int, weapon_hash: int, ammo_hash: int): void
_disable_ammo_type_for_ped
function native.weapon._disable_ammo_type_for_ped(ped: int, ammo_hash: int): void
_0xd63b4ba3a02a99e0
function native.weapon._0xd63b4ba3a02a99e0(p0: int, p1: int): void
_enable_ammo_type_for_ped_weapon
function native.weapon._enable_ammo_type_for_ped_weapon(ped: int, weapon_hash: int, ammo_hash: int): void
_enable_ammo_type_for_ped
function native.weapon._enable_ammo_type_for_ped(ped: int, weapon_hash: int): void
_0x404514d231db27a0
function native.weapon._0x404514d231db27a0(p0: int, p1: int): void
_0xd53846b9c931c181
function native.weapon._0xd53846b9c931c181(p0: int, p1: int, p2: int): void
_0x000fa7a4a8443af7
function native.weapon._0x000fa7a4a8443af7(p0: int): void
_0xecbb26529a737ef6
function native.weapon._0xecbb26529a737ef6(p0: int): void
_get_weapon_attach_point
function native.weapon._get_weapon_attach_point(ped: int, attach_point: int): int
_0x4823f13a21f51964
function native.weapon._0x4823f13a21f51964(p0: int, p1: int): int
set_current_ped_weapon_by_guid
function native.weapon.set_current_ped_weapon_by_guid(ped: int, weapon_uid: ptr int, p2: bool, p3: bool, p4: bool, p5: bool): void
set_player_ped_quick_swap_weapon_by_guid
function native.weapon.set_player_ped_quick_swap_weapon_by_guid(ped: int, guid_primary: ptr int, guid_secondary: ptr int): void
_get_player_ped_quick_swap_weapon_by_guid
function native.weapon._get_player_ped_quick_swap_weapon_by_guid(ped: int, guid_primary: ptr int, guid_secondary: ptr int): void
_0x0de0944eccb3df5d
function native.weapon._0x0de0944eccb3df5d(ped: int): bool
_0x46d42883e873c1d7
function native.weapon._0x46d42883e873c1d7(ped: int): int
_is_target_ped_constrained_by_ped_using_bolas
function native.weapon._is_target_ped_constrained_by_ped_using_bolas(ped: int, target_ped: int): bool
_0x65dc4ac5b96614cb
function native.weapon._0x65dc4ac5b96614cb(weapon_hash: int): int