WEAPON

WEAPON = {
    ENABLE_LASER_SIGHT_RENDERING=function(toggle)return n_invoker.invoke_void(0xC8B46D7727D864AA,toggle);
    GET_WEAPON_COMPONENT_TYPE_MODEL=function(componentHash)return n_invoker.invoke_int(0x0DB57B41EC1DB083,componentHash);
    GET_WEAPONTYPE_MODEL=function(weaponHash)return n_invoker.invoke_int(0xF46CDC33180FDA94,weaponHash);
    GET_WEAPONTYPE_SLOT=function(weaponHash)return n_invoker.invoke_int(0x4215460B9B8B7FA0,weaponHash);
    GET_WEAPONTYPE_GROUP=function(weaponHash)return n_invoker.invoke_int(0xC3287EE3050FB74C,weaponHash);
    GET_WEAPON_COMPONENT_VARIANT_EXTRA_COUNT=function(componentHash)return n_invoker.invoke_int(0x6558AC7C17BFEF58,componentHash);
    GET_WEAPON_COMPONENT_VARIANT_EXTRA_MODEL=function(componentHash,extraComponentIndex)return n_invoker.invoke_int(0x4D1CB8DC40208A17,componentHash,extraComponentIndex);
    SET_CURRENT_PED_WEAPON=function(ped,weaponHash,bForceInHand)return n_invoker.invoke_void(0xADF692B254977C0C,ped,weaponHash,bForceInHand);
    GET_CURRENT_PED_WEAPON=function(ped,weaponHash,p2)return n_invoker.invoke_bool(0x3A87E44BB9A01D54,ped,weaponHash,p2);
    GET_CURRENT_PED_WEAPON_ENTITY_INDEX=function(ped,p1)return n_invoker.invoke_int(0x3B390A939AF0B5FC,ped,p1);
    GET_BEST_PED_WEAPON=function(ped,p1)return n_invoker.invoke_int(0x8483E98E8B888AE2,ped,p1);
    SET_CURRENT_PED_VEHICLE_WEAPON=function(ped,weaponHash)return n_invoker.invoke_bool(0x75C55983C2C39DAA,ped,weaponHash);
    GET_CURRENT_PED_VEHICLE_WEAPON=function(ped,weaponHash)return n_invoker.invoke_bool(0x1017582BCD3832DC,ped,weaponHash);
    SET_PED_CYCLE_VEHICLE_WEAPONS_ONLY=function(ped)return n_invoker.invoke_void(0x50276EF8172F5F12,ped);
    IS_PED_ARMED=function(ped,typeFlags)return n_invoker.invoke_bool(0x475768A975D5AD17,ped,typeFlags);
    IS_WEAPON_VALID=function(weaponHash)return n_invoker.invoke_bool(0x937C71165CF334B3,weaponHash);
    HAS_PED_GOT_WEAPON=function(ped,weaponHash,p2)return n_invoker.invoke_bool(0x8DECB02F88F428BC,ped,weaponHash,p2);
    IS_PED_WEAPON_READY_TO_SHOOT=function(ped)return n_invoker.invoke_bool(0xB80CA294F2F26749,ped);
    GET_PED_WEAPONTYPE_IN_SLOT=function(ped,weaponSlot)return n_invoker.invoke_int(0xEFFED78E9011134D,ped,weaponSlot);
    GET_AMMO_IN_PED_WEAPON=function(ped,weaponhash)return n_invoker.invoke_int(0x015A522136D7F951,ped,weaponhash);
    ADD_AMMO_TO_PED=function(ped,weaponHash,ammo)return n_invoker.invoke_void(0x78F0424C34306220,ped,weaponHash,ammo);
    SET_PED_AMMO=function(ped,weaponHash,ammo,p3)return n_invoker.invoke_void(0x14E56BC5B5DB6A19,ped,weaponHash,ammo,p3);
    SET_PED_INFINITE_AMMO=function(ped,toggle,weaponHash)return n_invoker.invoke_void(0x3EDCB0505123623B,ped,toggle,weaponHash);
    SET_PED_INFINITE_AMMO_CLIP=function(ped,toggle)return n_invoker.invoke_void(0x183DADC6AA953186,ped,toggle);
    SET_PED_STUN_GUN_FINITE_AMMO=function(p0,p1)return n_invoker.invoke_void(0x24C024BA8379A70A,p0,p1);
    GIVE_WEAPON_TO_PED=function(ped,weaponHash,ammoCount,isHidden,bForceInHand)return n_invoker.invoke_void(0xBF0FD6E56C964FCB,ped,weaponHash,ammoCount,isHidden,bForceInHand);
    GIVE_DELAYED_WEAPON_TO_PED=function(ped,weaponHash,ammoCount,bForceInHand)return n_invoker.invoke_void(0xB282DC6EBD803C75,ped,weaponHash,ammoCount,bForceInHand);
    REMOVE_ALL_PED_WEAPONS=function(ped,p1)return n_invoker.invoke_void(0xF25DF915FA38C5F3,ped,p1);
    REMOVE_WEAPON_FROM_PED=function(ped,weaponHash)return n_invoker.invoke_void(0x4899CB088EDF59B8,ped,weaponHash);
    HIDE_PED_WEAPON_FOR_SCRIPTED_CUTSCENE=function(ped,toggle)return n_invoker.invoke_void(0x6F6981D2253C208F,ped,toggle);
    SET_PED_CURRENT_WEAPON_VISIBLE=function(ped,visible,deselectWeapon,p3,p4)return n_invoker.invoke_void(0x0725A4CCFDED9A70,ped,visible,deselectWeapon,p3,p4);
    SET_PED_DROPS_WEAPONS_WHEN_DEAD=function(ped,toggle)return n_invoker.invoke_void(0x476AE72C1D19D1A8,ped,toggle);
    HAS_PED_BEEN_DAMAGED_BY_WEAPON=function(ped,weaponHash,weaponType)return n_invoker.invoke_bool(0x2D343D2219CD027A,ped,weaponHash,weaponType);
    CLEAR_PED_LAST_WEAPON_DAMAGE=function(ped)return n_invoker.invoke_void(0x0E98F88A24C5F4B8,ped);
    HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON=function(entity,weaponHash,weaponType)return n_invoker.invoke_bool(0x131D401334815E94,entity,weaponHash,weaponType);
    CLEAR_ENTITY_LAST_WEAPON_DAMAGE=function(entity)return n_invoker.invoke_void(0xAC678E40BE7C74D2,entity);
    SET_PED_DROPS_WEAPON=function(ped)return n_invoker.invoke_void(0x6B7513D9966FBEC0,ped);
    SET_PED_DROPS_INVENTORY_WEAPON=function(ped,weaponHash,xOffset,yOffset,zOffset,ammoCount)return n_invoker.invoke_void(0x208A1888007FC0E6,ped,weaponHash,xOffset,yOffset,zOffset,ammoCount);
    GET_MAX_AMMO_IN_CLIP=function(ped,weaponHash,p2)return n_invoker.invoke_int(0xA38DCFFCEA8962FA,ped,weaponHash,p2);
    GET_AMMO_IN_CLIP=function(ped,weaponHash,ammo)return n_invoker.invoke_bool(0x2E1202248937775C,ped,weaponHash,ammo);
    SET_AMMO_IN_CLIP=function(ped,weaponHash,ammo)return n_invoker.invoke_bool(0xDCD2A934D65CB497,ped,weaponHash,ammo);
    GET_MAX_AMMO=function(ped,weaponHash,ammo)return n_invoker.invoke_bool(0xDC16122C7A20C933,ped,weaponHash,ammo);
    GET_MAX_AMMO_BY_TYPE=function(ped,ammoTypeHash,ammo)return n_invoker.invoke_bool(0x585847C5E4E11709,ped,ammoTypeHash,ammo);
    ADD_PED_AMMO_BY_TYPE=function(ped,ammoTypeHash,ammo)return n_invoker.invoke_void(0x2472622CE1F2D45F,ped,ammoTypeHash,ammo);
    SET_PED_AMMO_BY_TYPE=function(ped,ammoTypeHash,ammo)return n_invoker.invoke_void(0x5FD1E1F011E76D7E,ped,ammoTypeHash,ammo);
    GET_PED_AMMO_BY_TYPE=function(ped,ammoTypeHash)return n_invoker.invoke_int(0x39D22031557946C1,ped,ammoTypeHash);
    SET_PED_AMMO_TO_DROP=function(ped,p1)return n_invoker.invoke_void(0xA4EFEF9440A5B0EF,ped,p1);
    SET_PICKUP_AMMO_AMOUNT_SCALER=function(p0)return n_invoker.invoke_void(0xE620FD3512A04F18,p0);
    GET_PED_AMMO_TYPE_FROM_WEAPON=function(ped,weaponHash)return n_invoker.invoke_int(0x7FEAD38B326B9F74,ped,weaponHash);
    GET_PED_ORIGINAL_AMMO_TYPE_FROM_WEAPON=function(ped,weaponHash)return n_invoker.invoke_int(0xF489B44DD5AF4BD9,ped,weaponHash);
    GET_PED_LAST_WEAPON_IMPACT_COORD=function(ped,coords)return n_invoker.invoke_bool(0x6C4D0409BA1A2BC2,ped,coords);
    SET_PED_GADGET=function(ped,gadgetHash,p2)return n_invoker.invoke_void(0xD0D7B1E680ED4A1A,ped,gadgetHash,p2);
    GET_IS_PED_GADGET_EQUIPPED=function(ped,gadgetHash)return n_invoker.invoke_bool(0xF731332072F5156C,ped,gadgetHash);
    GET_SELECTED_PED_WEAPON=function(ped)return n_invoker.invoke_int(0x0A6DB4965674D243,ped);
    EXPLODE_PROJECTILES=function(ped,weaponHash,p2)return n_invoker.invoke_void(0xFC4BD125DE7611E4,ped,weaponHash,p2);
    REMOVE_ALL_PROJECTILES_OF_TYPE=function(weaponHash,explode)return n_invoker.invoke_void(0xFC52E0F37E446528,weaponHash,explode);
    GET_LOCKON_DISTANCE_OF_CURRENT_PED_WEAPON=function(ped)return n_invoker.invoke_float(0x840F03E9041E2C9C,ped);
    GET_MAX_RANGE_OF_CURRENT_PED_WEAPON=function(ped)return n_invoker.invoke_float(0x814C9D19DFD69679,ped);
    HAS_VEHICLE_GOT_PROJECTILE_ATTACHED=function(driver,vehicle,weaponHash,p3)return n_invoker.invoke_bool(0x717C8481234E3B88,driver,vehicle,weaponHash,p3);
    GIVE_WEAPON_COMPONENT_TO_PED=function(ped,weaponHash,componentHash)return n_invoker.invoke_void(0xD966D51AA5B28BB9,ped,weaponHash,componentHash);
    REMOVE_WEAPON_COMPONENT_FROM_PED=function(ped,weaponHash,componentHash)return n_invoker.invoke_void(0x1E8BE90C74FB4C09,ped,weaponHash,componentHash);
    HAS_PED_GOT_WEAPON_COMPONENT=function(ped,weaponHash,componentHash)return n_invoker.invoke_bool(0xC593212475FAE340,ped,weaponHash,componentHash);
    IS_PED_WEAPON_COMPONENT_ACTIVE=function(ped,weaponHash,componentHash)return n_invoker.invoke_bool(0x0D78DE0572D3969E,ped,weaponHash,componentHash);
    REFILL_AMMO_INSTANTLY=function(ped)return n_invoker.invoke_bool(0x8C0D57EA686FAD87,ped);
    MAKE_PED_RELOAD=function(ped)return n_invoker.invoke_bool(0x20AE33F3AC9C0033,ped);
    REQUEST_WEAPON_ASSET=function(weaponHash,p1,p2)return n_invoker.invoke_void(0x5443438F033E29C3,weaponHash,p1,p2);
    HAS_WEAPON_ASSET_LOADED=function(weaponHash)return n_invoker.invoke_bool(0x36E353271F0E90EE,weaponHash);
    REMOVE_WEAPON_ASSET=function(weaponHash)return n_invoker.invoke_void(0xAA08EF13F341C8FC,weaponHash);
    CREATE_WEAPON_OBJECT=function(weaponHash,ammoCount,x,y,z,showWorldModel,scale,p7,p8,p9)return n_invoker.invoke_int(0x9541D3CF0D398F36,weaponHash,ammoCount,x,y,z,showWorldModel,scale,p7,p8,p9);
    GIVE_WEAPON_COMPONENT_TO_WEAPON_OBJECT=function(weaponObject,componentHash)return n_invoker.invoke_void(0x33E179436C0B31DB,weaponObject,componentHash);
    REMOVE_WEAPON_COMPONENT_FROM_WEAPON_OBJECT=function(object,componentHash)return n_invoker.invoke_void(0xF7D82B0D66777611,object,componentHash);
    HAS_WEAPON_GOT_WEAPON_COMPONENT=function(weapon,componentHash)return n_invoker.invoke_bool(0x76A18844E743BF91,weapon,componentHash);
    GIVE_WEAPON_OBJECT_TO_PED=function(weaponObject,ped)return n_invoker.invoke_void(0xB1FA61371AF7C4B7,weaponObject,ped);
    DOES_WEAPON_TAKE_WEAPON_COMPONENT=function(weaponHash,componentHash)return n_invoker.invoke_bool(0x5CEE3DF569CECAB0,weaponHash,componentHash);
    GET_WEAPON_OBJECT_FROM_PED=function(ped,p1)return n_invoker.invoke_int(0xCAE1DC9A0E22A16D,ped,p1);
    GIVE_LOADOUT_TO_PED=function(ped,loadoutHash)return n_invoker.invoke_void(0x68F8BE6AF5CDF8A6,ped,loadoutHash);
    SET_PED_WEAPON_TINT_INDEX=function(ped,weaponHash,tintIndex)return n_invoker.invoke_void(0x50969B9B89ED5738,ped,weaponHash,tintIndex);
    GET_PED_WEAPON_TINT_INDEX=function(ped,weaponHash)return n_invoker.invoke_int(0x2B9EEDC07BD06B9F,ped,weaponHash);
    SET_WEAPON_OBJECT_TINT_INDEX=function(weapon,tintIndex)return n_invoker.invoke_void(0xF827589017D4E4A9,weapon,tintIndex);
    GET_WEAPON_OBJECT_TINT_INDEX=function(weapon)return n_invoker.invoke_int(0xCD183314F7CD2E57,weapon);
    GET_WEAPON_TINT_COUNT=function(weaponHash)return n_invoker.invoke_int(0x5DCF6C5CAB2E9BF7,weaponHash);
    SET_PED_WEAPON_COMPONENT_TINT_INDEX=function(ped,weaponHash,camoComponentHash,colorIndex)return n_invoker.invoke_void(0x9FE5633880ECD8ED,ped,weaponHash,camoComponentHash,colorIndex);
    GET_PED_WEAPON_COMPONENT_TINT_INDEX=function(ped,weaponHash,camoComponentHash)return n_invoker.invoke_int(0xF0A60040BE558F2D,ped,weaponHash,camoComponentHash);
    SET_WEAPON_OBJECT_COMPONENT_TINT_INDEX=function(weaponObject,camoComponentHash,colorIndex)return n_invoker.invoke_void(0x5DA825A85D0EA6E6,weaponObject,camoComponentHash,colorIndex);
    GET_WEAPON_OBJECT_COMPONENT_TINT_INDEX=function(weaponObject,camoComponentHash)return n_invoker.invoke_int(0xB3EA4FEABF41464B,weaponObject,camoComponentHash);
    GET_PED_WEAPON_CAMO_INDEX=function(ped,weaponHash)return n_invoker.invoke_int(0xA2C9AC24B4061285,ped,weaponHash);
    SET_WEAPON_OBJECT_CAMO_INDEX=function(weaponObject,p1)return n_invoker.invoke_void(0x977CA98939E82E4B,weaponObject,p1);
    GET_WEAPON_HUD_STATS=function(weaponHash,outData)return n_invoker.invoke_bool(0xD92C739EE34C9EBA,weaponHash,outData);
    GET_WEAPON_COMPONENT_HUD_STATS=function(componentHash,outData)return n_invoker.invoke_bool(0xB3CAF387AE12E9F8,componentHash,outData);
    GET_WEAPON_DAMAGE=function(weaponHash,componentHash)return n_invoker.invoke_float(0x3133B907D8B32053,weaponHash,componentHash);
    GET_WEAPON_CLIP_SIZE=function(weaponHash)return n_invoker.invoke_int(0x583BE370B1EC6EB4,weaponHash);
    GET_WEAPON_TIME_BETWEEN_SHOTS=function(weaponHash)return n_invoker.invoke_float(0x065D2AACAD8CF7A4,weaponHash);
    SET_PED_CHANCE_OF_FIRING_BLANKS=function(ped,xBias,yBias)return n_invoker.invoke_void(0x8378627201D5497D,ped,xBias,yBias);
    SET_PED_SHOOT_ORDNANCE_WEAPON=function(ped,p1)return n_invoker.invoke_int(0xB4C8D77C80C0421E,ped,p1);
    REQUEST_WEAPON_HIGH_DETAIL_MODEL=function(weaponObject)return n_invoker.invoke_void(0x48164DBB970AC3F0,weaponObject);
    SET_WEAPON_DAMAGE_MODIFIER=function(weaponHash,damageMultiplier)return n_invoker.invoke_void(0x4757F00BC6323CFE,weaponHash,damageMultiplier);
    SET_WEAPON_AOE_MODIFIER=function(weaponHash,multiplier)return n_invoker.invoke_void(0x4AE5AC8B852D642C,weaponHash,multiplier);
    SET_WEAPON_EFFECT_DURATION_MODIFIER=function(p0,p1)return n_invoker.invoke_void(0xE6D2CEDD370FF98E,p0,p1);
    IS_PED_CURRENT_WEAPON_SILENCED=function(ped)return n_invoker.invoke_bool(0x65F0C5AE05943EC7,ped);
    IS_FLASH_LIGHT_ON=function(ped)return n_invoker.invoke_bool(0x4B7620C47217126C,ped);
    SET_FLASH_LIGHT_FADE_DISTANCE=function(distance)return n_invoker.invoke_bool(0xCEA66DAD478CD39B,distance);
    SET_FLASH_LIGHT_ACTIVE_HISTORY=function(ped,toggle)return n_invoker.invoke_void(0x988DB6FE9B3AC000,ped,toggle);
    SET_WEAPON_ANIMATION_OVERRIDE=function(ped,animStyle)return n_invoker.invoke_void(0x1055AC3A667F09D9,ped,animStyle);
    GET_WEAPON_DAMAGE_TYPE=function(weaponHash)return n_invoker.invoke_int(0x3BE0BB12D25FB305,weaponHash);
    SET_EQIPPED_WEAPON_START_SPINNING_AT_FULL_SPEED=function(ped)return n_invoker.invoke_void(0xE4DCEC7FD5B739A5,ped);
    CAN_USE_WEAPON_ON_PARACHUTE=function(weaponHash)return n_invoker.invoke_bool(0xBC7BE5ABC0879F74,weaponHash);
    CREATE_AIR_DEFENCE_SPHERE=function(x,y,z,radius,p4,p5,p6,weaponHash)return n_invoker.invoke_int(0x91EF34584710BE99,x,y,z,radius,p4,p5,p6,weaponHash);
    CREATE_AIR_DEFENCE_ANGLED_AREA=function(p0,p1,p2,p3,p4,p5,p6,p7,p8,radius,weaponHash)return n_invoker.invoke_int(0x9DA58CDBF6BDBC08,p0,p1,p2,p3,p4,p5,p6,p7,p8,radius,weaponHash);
    REMOVE_AIR_DEFENCE_SPHERE=function(zoneId)return n_invoker.invoke_bool(0x0ABF535877897560,zoneId);
    REMOVE_ALL_AIR_DEFENCE_SPHERES=function()return n_invoker.invoke_void(0x1E45B34ADEBEE48E);
    SET_PLAYER_TARGETTABLE_FOR_AIR_DEFENCE_SPHERE=function(player,zoneId,enable)return n_invoker.invoke_void(0xECDC202B25E5CF48,player,zoneId,enable);
    IS_AIR_DEFENCE_SPHERE_IN_AREA=function(x,y,z,radius,outZoneId)return n_invoker.invoke_bool(0xDAB963831DBFD3F4,x,y,z,radius,outZoneId);
    FIRE_AIR_DEFENCE_SPHERE_WEAPON_AT_POSITION=function(zoneId,x,y,z)return n_invoker.invoke_void(0x44F1012B69313374,zoneId,x,y,z);
    DOES_AIR_DEFENCE_SPHERE_EXIST=function(zoneId)return n_invoker.invoke_bool(0xCD79A550999D7D4F,zoneId);
    SET_CAN_PED_SELECT_INVENTORY_WEAPON=function(ped,weaponHash,toggle)return n_invoker.invoke_void(0xB4771B9AAF4E68E4,ped,weaponHash,toggle);
    SET_CAN_PED_SELECT_ALL_WEAPONS=function(ped,toggle)return n_invoker.invoke_void(0xEFF296097FF1E509,ped,toggle);
};

Last updated