# PED::SET_PED_SHOULD_PLAY_EMOTIONAL_SCENARIO_EXIT

- **Hash:** `0x62FDAD5E01D2DD47`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedShouldPlayEmotionalScenarioExit`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SET_PED_SHOULD_PLAY_EMOTIONAL_SCENARIO_EXIT

## Signature

```c
BOOL SET_PED_SHOULD_PLAY_EMOTIONAL_SCENARIO_EXIT(Ped ped, float x, float y, float z, int lookIntensity, BOOL p5);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `lookIntensity` (`int`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Description

lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT

## Usage

### Lua

```lua
local retval = SetPedShouldPlayEmotionalScenarioExit(ped, x, y, z, lookIntensity, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0x62FDAD5E01D2DD47, ped, x, y, z, lookIntensity, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = SetPedShouldPlayEmotionalScenarioExit(ped, x, y, z, lookIntensity, p5);

// by hash
const retval = Citizen.invokeNative('0x62FDAD5E01D2DD47', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, lookIntensity, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x62FDAD5E01D2DD47, ped, x, y, z, lookIntensity, p5);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: alloc8or RDR3 NativeDB.*
