_TASK_EMOTE_ACTION
Triggers the 'action / flourish' sub-clip of the ped's currently playing emote.
Hash
0x6A1AF481407BF6E9Runtime name
TaskEmoteActionNamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _TASK_EMOTE_ACTION(Ped ped);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
Returns BOOL
Description
Triggers the 'action / flourish' sub-clip of the ped's currently playing emote.
Returns true on success, false if no valid emote state.
Observed in ingame UIs to fire a flourish while an emote loop is active.
Internally resets the ped's synced-emote entity and sets a flag to play the action once.
Usage
local retval = TaskEmoteAction(ped)
-- always works, by hash
local retval = Citizen.InvokeNative(0x6A1AF481407BF6E9, ped, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = TaskEmoteAction(ped);
// by hash
const retval = Citizen.invokeNative('0x6A1AF481407BF6E9', ped, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0x6A1AF481407BF6E9, ped);- 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
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