RedM Natives

_TASK_EMOTE_ACTION

Triggers the 'action / flourish' sub-clip of the ped's currently playing emote.

Hash0x6A1AF481407BF6E9
Runtime nameTaskEmoteAction
NamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _TASK_EMOTE_ACTION(Ped ped);

Parameters

NameTypeDescription
pedPed—

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

Lua
local retval = TaskEmoteAction(ped)

-- always works, by hash
local retval = Citizen.InvokeNative(0x6A1AF481407BF6E9, ped, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = TaskEmoteAction(ped);

// by hash
const retval = Citizen.invokeNative('0x6A1AF481407BF6E9', ped, Citizen.returnResultAnyway());
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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