# CAMERA::_STOP_GAMEPLAY_CAM_SHAKING_WITH_NAME

- **Hash:** `0x4285804FD65D8066`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `StopGameplayCamShakingWithName`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/_STOP_GAMEPLAY_CAM_SHAKING_WITH_NAME

## Signature

```c
void _STOP_GAMEPLAY_CAM_SHAKING_WITH_NAME(const char* shakeName, BOOL p1);
```

## Parameters

- `shakeName` (`const char*`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

script_rel: DRUNK_SHAKE, REINFORCED_LASSO_STRUGGLE_SHAKE, CORRECTOR_SHAKE, MINIGAME_BOUNTY_SHAKE, HAND_SHAKE, MINIGAME_TRAIN_SHAKE
script_mp_rel: DRUNK_SHAKE, REINFORCED_LASSO_STRUGGLE_SHAKE
_STOP_GAMEPLAY_CAM* - _STOP_I*

## Usage

### Lua

```lua
StopGameplayCamShakingWithName(shakeName, p1)

-- always available, by hash
Citizen.InvokeNative(0x4285804FD65D8066, shakeName, p1)
```

### JavaScript

```js
StopGameplayCamShakingWithName(shakeName, p1);

// by hash
Citizen.invokeNative('0x4285804FD65D8066', shakeName, p1);
```

### C#

```csharp
Function.Call((Hash)0x4285804FD65D8066, shakeName, p1);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
