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Features

What is shown

The client polls the selected weapon every 100 ms while a block is visible (250 ms otherwise) and sends an update to the NUI only when the icon or the numbers changed.

WeaponBlock content
Firearm with a magazineClip count (GetAmmoInClip) and reserve (GetAmmoInPedWeapon minus the clip, never below 0), side by side, then the icon
Throwables (GROUP_THROWN) and weapons whose max clip is 0, such as the petrol can or fire extinguisherOne number: the total ammo
Melee, unarmed, parachute and stun-gun groupsIcon only
WEAPON_UNARMED or a hash listed in Config.HiddenNothing; the block hides
Weapon not in Config.IconsNumbers without an icon

An empty clip (or a count of 0) turns the number red. Numbers are formatted with thousands separators (1,200).

Native HUD

With Config.HideNative = true the game's weapon component (HUD component 2) is hidden every frame, so there is no second counter. The weapon wheel itself is untouched.

Pause menu

A 250 ms loop watches IsPauseMenuActive() and hides the whole layer while the pause menu is open.

Look

One unit is 1/1080 of the screen height.

ElementValue
FontPricedown Bl (fonts.cdnfonts.com), weight 900, #f7f7f7, fallback Impact
Clip and reserve32 u each, 14 u apart, reserve at 42% opacity
Ammo rowSquashed to 85% height from the bottom-right corner, 1 u black outline at 65%, soft drop shadow
Icon52 u high, at most 156 u wide, right-aligned, drop shadow
Motion150 ms fade when the block appears and when the icon changes; numbers update instantly

The design matches the weapon block inside gta6_hud one to one, so a server can switch between the two without a visual change.