# WEAPON::_GET_WEAPON_EMOTE_VARIATION

- **Hash:** `0x86147D05FA831D3A`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `GetWeaponEmoteVariation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_GET_WEAPON_EMOTE_VARIATION

## Signature

```c
int _GET_WEAPON_EMOTE_VARIATION(Ped ped, int variation);
```

## Parameters

- `ped` (`Ped`)
- `variation` (`int`)

## 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

```lua
local retval = GetWeaponEmoteVariation(ped, variation)

-- always available, by hash
local retval = Citizen.InvokeNative(0x86147D05FA831D3A, ped, variation, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetWeaponEmoteVariation(ped, variation);

// by hash
const retval = Citizen.invokeNative('0x86147D05FA831D3A', ped, variation, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
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.*
