RedM Natives

_TASK_PLAY_EMOTE

Similar to 0xB31A277C1AC7B7FF but checks if the ped's inventory contains the specified emote kit.

Hash0x884E3436CC1F41DD
Runtime nameTaskPlayEmote
NamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

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

Parameters

NameTypeDescription
pedPed—
emoteTypeint—
playbackModeint—
emoteHash—
isSecondaryTaskBOOL—
canBreakOutBOOL—
disableEarlyOutAnimTagBOOL—
ignoreInvalidMainTaskBOOL—
destroyPropsBOOL—

Returns void

Description

Similar to 0xB31A277C1AC7B7FF but checks if the ped's inventory contains the specified emote kit.

Usage

Lua
TaskPlayEmote(ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps)

-- always works, by hash
Citizen.InvokeNative(0x884E3436CC1F41DD, ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps)
JavaScript and C#
JavaScript
TaskPlayEmote(ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps);

// by hash
Citizen.invokeNative('0x884E3436CC1F41DD', ped, emoteType, playbackMode, emote, isSecondaryTask, canBreakOut, disableEarlyOutAnimTag, ignoreInvalidMainTask, destroyProps);
C#
Function.Call((Hash)0x884E3436CC1F41DD, 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`.
  • 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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