# TASK::TASK_PLAY_EMOTE_WITH_HASH

- **Hash:** `0xB31A277C1AC7B7FF`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPlayEmoteWithHash`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_PLAY_EMOTE_WITH_HASH

## Signature

```c
void TASK_PLAY_EMOTE_WITH_HASH(Ped ped, int emoteType, int playbackMode, Hash emote, BOOL isSecondaryTask, BOOL canBreakOut, BOOL disableEarlyOutAnimTag, BOOL ignoreInvalidMainTask, BOOL destroyProps);
```

## Parameters

- `ped` (`Ped`)
- `emoteType` (`int`)
- `playbackMode` (`int`)
- `emote` (`Hash`)
- `isSecondaryTask` (`BOOL`)
- `canBreakOut` (`BOOL`)
- `disableEarlyOutAnimTag` (`BOOL`)
- `ignoreInvalidMainTask` (`BOOL`)
- `destroyProps` (`BOOL`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/animations/kit_emotes_list.lua
emote: https://alloc8or.re/rdr3/doc/enums/eEmote.txt

enum eEmoteType
{
	EMOTE_TYPE_INVALID = -1,
	EMOTE_TYPE_REACT,
	EMOTE_TYPE_ACTION,
	EMOTE_TYPE_TAUNT,
	EMOTE_TYPE_GREET,
	EMOTE_TYPE_TWIRL_GUN,
	EMOTE_TYPE_DANCE_FLOOR
};

enum eEmotePlaybackMode
{
	EMOTE_PM_INVALID = -1,
	EMOTE_PM_UPPERBODY,
	EMOTE_PM_UPPERBODY_LOOP,
	EMOTE_PM_FULLBODY,
};

## Usage

### Lua

```lua
TaskPlayEmoteWithHash(ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps)

-- always available, by hash
Citizen.InvokeNative(0xB31A277C1AC7B7FF, ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps)
```

### JavaScript

```js
TaskPlayEmoteWithHash(ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps);

// by hash
Citizen.invokeNative('0xB31A277C1AC7B7FF', ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps);
```

### C#

```csharp
Function.Call((Hash)0xB31A277C1AC7B7FF, ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*
