# PED::_PROPITEM_PLAY_CONDITIONAL_ANIM_WITH_OBJECT

- **Hash:** `0xCE7A6C1D5CDE1F9D`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `PropitemPlayConditionalAnimWithObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_PLAY_CONDITIONAL_ANIM_WITH_PROPITEM`
- **URL:** https://natives.borderlinerp.com/natives/PED/_PROPITEM_PLAY_CONDITIONAL_ANIM_WITH_OBJECT

## Signature

```c
void _PROPITEM_PLAY_CONDITIONAL_ANIM_WITH_OBJECT(Ped ped, Entity targetEntity, const char* propItemId, const char* conditionalAnimName);
```

## Parameters

- `ped` (`Ped`)
- `targetEntity` (`Entity`)
- `propItemId` (`const char*`)
- `conditionalAnimName` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Plays a conditional locomotion animation with a prop item (commonly used for carry/attach interactions like crates).

Notes:
- propItemId is a ConditionalAnims.propitem identifier (e.g. "P_CS_CRATETNT01X_PH_R_HAND").
- conditionalAnimName is the conditional locomotion anim name/key (e.g. "LOCO_ATTACH_CRATE_TNT").
- targetEntity is the linked/context entity (often the object being manipulated).
- This primarily drives the conditional anim + propitem state; scripts often still attach/detach the physical entity manually.
- Pair with _REMOVE_CONDITIONAL_ANIM_PROPITEM to stop/clear the state.
- Example video: https://imgur.com/a/1H3xmbv

*Source: VORPCORE RDR3natives*

Plays a conditional locomotion animation with an attached prop item,commonly used for LOCO attachment interactions (e.g., attaching/carrying a crate) ex conditionalAnimName: LOCO_ATTACH_CRATE_TNT

## Usage

### Lua

```lua
PropitemPlayConditionalAnimWithObject(ped, targetEntity, propItemId, conditionalAnimName)

-- always available, by hash
Citizen.InvokeNative(0xCE7A6C1D5CDE1F9D, ped, targetEntity, propItemId, conditionalAnimName)
```

### JavaScript

```js
PropitemPlayConditionalAnimWithObject(ped, targetEntity, propItemId, conditionalAnimName);

// by hash
Citizen.invokeNative('0xCE7A6C1D5CDE1F9D', ped, targetEntity, propItemId, conditionalAnimName);
```

### C#

```csharp
Function.Call((Hash)0xCE7A6C1D5CDE1F9D, ped, targetEntity, propItemId, conditionalAnimName);
```

- 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, VORPCORE RDR3natives.*
