# PED::_REMOVE_CONDITIONAL_ANIM_PROPITEM

- **Hash:** `0x3A50753042B6891B`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RemoveConditionalAnimPropitem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_REMOVE_PED_PROPITEM_CONDITONAL_ANIM`
- **URL:** https://natives.borderlinerp.com/natives/PED/_REMOVE_CONDITIONAL_ANIM_PROPITEM

## Signature

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

## Parameters

- `ped` (`Ped`)
- `propItemId` (`const char*`)

## Returns

`void`

## Description

*Source: 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

*Source: 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

```lua
RemoveConditionalAnimPropitem(ped, propItemId)

-- always available, by hash
Citizen.InvokeNative(0x3A50753042B6891B, ped, propItemId)
```

### JavaScript

```js
RemoveConditionalAnimPropitem(ped, propItemId);

// by hash
Citizen.invokeNative('0x3A50753042B6891B', ped, propItemId);
```

### C#

```csharp
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.*
