# TASK::_TASK_EMOTE_ACTION

- **Hash:** `0x6A1AF481407BF6E9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskEmoteAction`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_EMOTE_ACTION

## Signature

```c
BOOL _TASK_EMOTE_ACTION(Ped ped);
```

## Parameters

- `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

### Lua

```lua
local retval = TaskEmoteAction(ped)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6A1AF481407BF6E9, ped, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = TaskEmoteAction(ped);

// by hash
const retval = Citizen.invokeNative('0x6A1AF481407BF6E9', ped, Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
