_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).
0x3A50753042B6891BRemoveConditionalAnimPropitem_REMOVE_PED_PROPITEM_CONDITONAL_ANIMSignature
void _REMOVE_CONDITIONAL_ANIM_PROPITEM(Ped ped, const char* propItemId);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
propItemId | const char* | — |
Returns void
Description
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
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
RemoveConditionalAnimPropitem(ped, propItemId)
-- always works, by hash
Citizen.InvokeNative(0x3A50753042B6891B, ped, propItemId)JavaScript and C#
RemoveConditionalAnimPropitem(ped, propItemId);
// by hash
Citizen.invokeNative('0x3A50753042B6891B', ped, propItemId);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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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