# WEAPON::_GET_CORRECT_KIT_EMOTE_TWIRL_GUN

- **Hash:** `0xCD356B42C57BFE01`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetCorrectKitEmoteTwirlGun`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_CORRECT_KIT_EMOTE_TWIRL_GUN

## Signature

```c
BOOL _GET_CORRECT_KIT_EMOTE_TWIRL_GUN(Ped ped, Any* weaponGuid);
```

## Parameters

- `ped` (`Ped`)
- `weaponGuid` (`Any*`)

## Returns

`BOOL`

## Description

_GET_BEST_* - _GET_CLOSEST_*

## Usage

### Lua

```lua
local retval, weaponGuid = GetCorrectKitEmoteTwirlGun(ped, weaponGuid)

-- always available, by hash
local retval, weaponGuid = Citizen.InvokeNative(0xCD356B42C57BFE01, ped, Citizen.PointerValueIntInitialized(weaponGuid), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, weaponGuid] = GetCorrectKitEmoteTwirlGun(ped, weaponGuid);

// by hash
const [retval, weaponGuid] = Citizen.invokeNative('0xCD356B42C57BFE01', ped, Citizen.pointerValueIntInitialized(weaponGuid), Citizen.returnResultAnyway());
```

### C#

```csharp
var weaponGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCD356B42C57BFE01, ped, weaponGuid);
// weaponGuid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- 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.*
