_SET_ACTIVE_GUN_SPINNING_EQUIP_KIT_EMOTE_TWIRL
emote hashes: KIT_EMOTE_TWIRL_GUN, KIT_EMOTE_TWIRL_GUN_LEFT_HOLSTER, KIT_EMOTE_TWIRL_GUN_DUAL, 0 (to unequip)
Hash
0xCBCFFF805F1B4596Runtime name
SetActiveGunSpinningEquipKitEmoteTwirlNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1311
Signature
void _SET_ACTIVE_GUN_SPINNING_EQUIP_KIT_EMOTE_TWIRL(Ped ped, Hash emote);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
emote | Hash | — |
Returns void
Description
emote hashes: KIT_EMOTE_TWIRL_GUN, KIT_EMOTE_TWIRL_GUN_LEFT_HOLSTER, KIT_EMOTE_TWIRL_GUN_DUAL, 0 (to unequip)
Usage
SetActiveGunSpinningEquipKitEmoteTwirl(ped, emote)
-- always works, by hash
Citizen.InvokeNative(0xCBCFFF805F1B4596, ped, emote)JavaScript and C#
SetActiveGunSpinningEquipKitEmoteTwirl(ped, emote);
// by hash
Citizen.invokeNative('0xCBCFFF805F1B4596', ped, emote);Function.Call((Hash)0xCBCFFF805F1B4596, ped, emote);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("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
InvokeNativewith the hash — it always works.
Sources
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