RedM Natives

_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)

Hash0xCBCFFF805F1B4596
Runtime nameSetActiveGunSpinningEquipKitEmoteTwirl
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1311

Signature

void _SET_ACTIVE_GUN_SPINNING_EQUIP_KIT_EMOTE_TWIRL(Ped ped, Hash emote);

Parameters

NameTypeDescription
pedPed—
emoteHash—

Returns void

Description

emote hashes: KIT_EMOTE_TWIRL_GUN, KIT_EMOTE_TWIRL_GUN_LEFT_HOLSTER, KIT_EMOTE_TWIRL_GUN_DUAL, 0 (to unequip)

Usage

Lua
SetActiveGunSpinningEquipKitEmoteTwirl(ped, emote)

-- always works, by hash
Citizen.InvokeNative(0xCBCFFF805F1B4596, ped, emote)
JavaScript and C#
JavaScript
SetActiveGunSpinningEquipKitEmoteTwirl(ped, emote);

// by hash
Citizen.invokeNative('0xCBCFFF805F1B4596', ped, emote);
C#
Function.Call((Hash)0xCBCFFF805F1B4596, ped, emote);
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.