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Guide FiveM Give Weapon Bypass — Native Hooking Stack & Logic

byte_corvus

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Been digging into weapon spawning logic for FiveM again. If you're trying to bypass server-side detection when giving weapons, simple spawning isn't enough anymore — you have to spoof the entire ped state to prevent the AC from seeing you're armed before you even draw the piece.

I've been using a set of native hooks to intercept the game's check on whether a player has a weapon or is currently armed. On most basic servers, this holds up, but on more aggressive builds, an instant ban triggers before the model even initializes in-hand.

Native Hook Stack
Here are the specific hashes I'm hooking to redirect the engine's ped weapon queries:

Code:
NativeHooker::HookNative(0x8DECB02F88F428BC, HAS_PED_GOT_WEAPON_Hook);              // HAS_PED_GOT_WEAPON
NativeHooker::HookNative(0x0A6DB4965674D243, GET_SELECTED_PED_WEAPON_Hook);         // GET_SELECTED_PED_WEAPON
NativeHooker::HookNative(0x475768A975D5AD17, IS_PED_ARMED_Hook);                    // IS_PED_ARMED
NativeHooker::HookNative(0x8483E98E8B888AE2, GET_BEST_PED_WEAPON_Hook);             // GET_BEST_PED_WEAPON
NativeHooker::HookNative(0x39D22031557946C1, GET_PED_AMMO_BY_TYPE_Hook);            // GET_PED_AMMO_BY_TYPE
NativeHooker::HookNative(0x015A522136D7F951, GET_AMMO_IN_PED_WEAPON_Hook);          // GET_AMMO_IN_PED_WEAPON
NativeHooker::HookNative(0x3A87E44BB9A01D54, GET_CURRENT_PED_WEAPON_Hook);          // GET_CURRENT_PED_WEAPON
NativeHooker::HookNative(0x7FEAD38B326B9F74, GET_PED_AMMO_TYPE_FROM_WEAPON_Hook);   // GET_PED_AMMO_TYPE_FROM_WEAPON
NativeHooker::HookNative(0xF489B44DD5AF4BD9, GET_PED_AMMO_TYPE_FROM_WEAPON_2_Hook); // GET_PED_AMMO_TYPE_FROM_WEAPON_2
NativeHooker::HookNative(0x34616828CD07F1A1, IS_PED_SHOOTING_Hook);                 // IS_PED_SHOOTING
NativeHooker::HookCfxNative(0x7EE53118C892B513, GET_PED_CONFIG_FLAG_Hook);           // GET_PED_CONFIG_FLAG

Ped Config Flag Handling
The real meat is in the GET_PED_CONFIG_FLAG hook. You need to fake the critical flags to keep the AC blind. I'm currently spoofing these states:
  1. IsFiring
  2. WasFiring
  3. IsAimingGun

If you're still getting clapped instantly, the server is likely monitoring the GiveWeaponToPed event directly or checking the weapon inventory via server-side syncing. Hooking these natives only hides the state from local scripts; it doesn't stop the server from seeing the networked event. You might need to look into blocking the specific weapon creation event or utilizing a different method for local weapon injection.

Anyone found the missing flag for the latest AC builds or have tips for better event blocking?
 
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