# PED::_PED_EMOTIONAL_PRESET_LOCO_MOTION

- **Hash:** `0xAAB050DA48B57978`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `PedEmotionalPresetLocoMotion`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_PED_EMOTIONAL_PRESET_LOCO_MOTION

## Signature

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

## Parameters

- `ped` (`Ped`)
- `presetName` (`const char*`)
- `targetPed` (`Ped`)
- `duration` (`int`)
- `flag` (`int`)

## Returns

`void`

## Description

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

## Usage

### Lua

```lua
PedEmotionalPresetLocoMotion(ped, presetName, targetPed, duration, flag)

-- always available, by hash
Citizen.InvokeNative(0xAAB050DA48B57978, ped, presetName, targetPed, duration, flag)
```

### JavaScript

```js
PedEmotionalPresetLocoMotion(ped, presetName, targetPed, duration, flag);

// by hash
Citizen.invokeNative('0xAAB050DA48B57978', ped, presetName, targetPed, duration, flag);
```

### C#

```csharp
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.*
