RedM Natives

_PED_EMOTIONAL_PRESET_LOCO_MOTION

Hash0xAAB050DA48B57978
Runtime namePedEmotionalPresetLocoMotion
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _PED_EMOTIONAL_PRESET_LOCO_MOTION(Ped ped, const char* presetName, Ped targetPed, int duration, int flag);

Parameters

NameTypeDescription
pedPed—
presetNameconst char*—
targetPedPed—
durationint—
flagint—

Returns void

Description

target: 0 affects everyone
duration: -1 indefinite
flag: always 4 in R* Scripts

Usage

Lua
PedEmotionalPresetLocoMotion(ped, presetName, targetPed, duration, flag)

-- always works, by hash
Citizen.InvokeNative(0xAAB050DA48B57978, ped, presetName, targetPed, duration, flag)
JavaScript and C#
JavaScript
PedEmotionalPresetLocoMotion(ped, presetName, targetPed, duration, flag);

// by hash
Citizen.invokeNative('0xAAB050DA48B57978', ped, presetName, targetPed, duration, flag);
C#
Function.Call((Hash)0xAAB050DA48B57978, ped, presetName, targetPed, duration, flag);
  • 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

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