RedM Natives

_REMOVE_CONDITIONAL_ANIM_PROPITEM

Stops and clears a running conditional locomotion animation state on the ped for the given prop item id (started via _PROPITEM_PLAY_CONDITIONAL_ANIM_WITH_OBJECT).

Hash0x3A50753042B6891B
Runtime nameRemoveConditionalAnimPropitem
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_REMOVE_PED_PROPITEM_CONDITONAL_ANIM

Signature

void _REMOVE_CONDITIONAL_ANIM_PROPITEM(Ped ped, const char* propItemId);

Parameters

NameTypeDescription
pedPed—
propItemIdconst char*—

Returns void

Description

alloc8or RDR3 NativeDB

Stops and clears a running conditional locomotion animation state on the ped for the given prop item id (started via _PROPITEM_PLAY_CONDITIONAL_ANIM_WITH_OBJECT).

Notes:
- Ends the conditional locomotion/propitem state; it does not delete/detach any physical object entity.

Old name: _REMOVE_PED_PROP

VORPCORE RDR3natives

Stops and clears a running conditional locomotion animation previously started by _PLAY_CONDITIONAL_ANIM_WITH_PROPITEM ex: P_CS_CRATETNT01X_PH_R_HAND
This does not remove the physical prop entity itself, but rather ends the active locomotion/conditional animation associated with it.

Usage

Lua
RemoveConditionalAnimPropitem(ped, propItemId)

-- always works, by hash
Citizen.InvokeNative(0x3A50753042B6891B, ped, propItemId)
JavaScript and C#
JavaScript
RemoveConditionalAnimPropitem(ped, propItemId);

// by hash
Citizen.invokeNative('0x3A50753042B6891B', ped, propItemId);
C#
Function.Call((Hash)0x3A50753042B6891B, ped, propItemId);
  • 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

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