Weapon::getWeaponClipSize
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// Returns the size of the default weapon component clip.
Use it like this:
char cClipSize[32];
Hash cur;
if (WEAPON::GET_CURRENT_PED_WEAPON(playerPed, &cur, 1))
{
if (WEAPON::IS_WEAPON_VALID(cur))
{
int iClipSize = WEAPON::GET_WEAPON_CLIP_SIZE(cur);
sprintf_s(cClipSize, 'ClipSize: %.d', iClipSize);
vDrawString(cClipSize, 0.5f, 0.5f);
}
}
Syntax
mp.game.weapon.getWeaponClipSize(weaponHash);Required Arguments
- weaponHash: Model hash or name
Return value
- int
Example
mp.keys.bind(0x76, false, function () { // F7 key
let weaponHash = mp.game.invoke(`0x0A6DB4965674D243`, mp.players.local.handle); //GET_SELECTED_PED_WEAPON
let clipSize = mp.game.weapon.getWeaponClipSize(weaponHash);
mp.gui.chat.push(`hash: ${weaponHash}, clipSize: ${clipSize}`);
})See also
- mp.game.weapon.canUseWeaponOnParachute
- mp.game.weapon.createWeaponObject
- mp.game.weapon.doesWeaponTakeWeaponComponent
- mp.game.weapon.enableLaserSightRendering
- mp.game.weapon.getWeaponClipSize
- mp.game.weapon.getWeaponComponentHudStats
- mp.game.weapon.getWeaponComponentTypeModel
- mp.game.weapon.getWeaponDamageType
- mp.game.weapon.getWeaponHudStats
- mp.game.weapon.getWeaponObjectTintIndex
- mp.game.weapon.getWeaponTintCount
- mp.game.weapon.getWeapontypeGroup
- mp.game.weapon.getWeapontypeModel
- mp.game.weapon.getWeapontypeSlot
- mp.game.weapon.giveWeaponComponentToWeaponObject
- mp.game.weapon.giveWeaponObjectToPed
- mp.game.weapon.hasVehicleGotProjectileAttached
- mp.game.weapon.hasWeaponAssetLoaded
- mp.game.weapon.hasWeaponGotWeaponComponent
- mp.game.weapon.isWeaponValid
- mp.game.weapon.removeAllProjectilesOfType
- mp.game.weapon.removeWeaponAsset
- mp.game.weapon.removeWeaponComponentFromWeaponObject
- mp.game.weapon.requestWeaponAsset
- mp.game.weapon.requestWeaponHighDetailModel
- mp.game.weapon.setFlashLightFadeDistance
- mp.game.weapon.setPedAmmoToDrop
- mp.game.weapon.setWeaponObjectTintIndex