RedM Natives

_GET_WEAPON_EMOTE_VARIATION

Returns weaponEmoteVariation WEAPON_EMOTE_VARIATION_BASE, WEAPON_EMOTE_VARIATION_A, WEAPON_EMOTE_VARIATION_B, WEAPON_EMOTE_VARIATION_C, WEAPON_EMOTE_VARIATION_D, WEAPON_EMOTE_VARIATION_PREVIEW, WEAPON_EMOTE_NUM_VARIATIONS

Hash0x86147D05FA831D3A
Runtime nameGetWeaponEmoteVariation
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1355

Signature

int _GET_WEAPON_EMOTE_VARIATION(Ped ped, int variation);

Parameters

NameTypeDescription
pedPed—
variationint—

Returns int

Description

Returns weaponEmoteVariation

WEAPON_EMOTE_VARIATION_INVALID = -2,
WEAPON_EMOTE_VARIATION_BASE,
WEAPON_EMOTE_VARIATION_A,
WEAPON_EMOTE_VARIATION_B,
WEAPON_EMOTE_VARIATION_C,
WEAPON_EMOTE_VARIATION_D,
WEAPON_EMOTE_VARIATION_PREVIEW,
WEAPON_EMOTE_NUM_VARIATIONS

Usage

Lua
local retval = GetWeaponEmoteVariation(ped, variation)

-- always works, by hash
local retval = Citizen.InvokeNative(0x86147D05FA831D3A, ped, variation, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = GetWeaponEmoteVariation(ped, variation);

// by hash
const retval = Citizen.invokeNative('0x86147D05FA831D3A', ped, variation, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x86147D05FA831D3A, ped, variation);
  • 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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