# WEAPON::_SET_ACTIVE_GUN_SPINNING_EQUIP_KIT_EMOTE_TWIRL

- **Hash:** `0xCBCFFF805F1B4596`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetActiveGunSpinningEquipKitEmoteTwirl`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_ACTIVE_GUN_SPINNING_EQUIP_KIT_EMOTE_TWIRL

## Signature

```c
void _SET_ACTIVE_GUN_SPINNING_EQUIP_KIT_EMOTE_TWIRL(Ped ped, Hash emote);
```

## Parameters

- `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

### Lua

```lua
SetActiveGunSpinningEquipKitEmoteTwirl(ped, emote)

-- always available, by hash
Citizen.InvokeNative(0xCBCFFF805F1B4596, ped, emote)
```

### JavaScript

```js
SetActiveGunSpinningEquipKitEmoteTwirl(ped, emote);

// by hash
Citizen.invokeNative('0xCBCFFF805F1B4596', ped, emote);
```

### C#

```csharp
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.*
