# WEAPON::_SET_GUN_SPINNING_INVENTORY_SLOT_ID_ACTIVATE

- **Hash:** `0x408CF580C5E96D49`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetGunSpinningInventorySlotIdActivate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_GUN_SPINNING_INVENTORY_SLOT_ID_ACTIVATE

## Signature

```c
void _SET_GUN_SPINNING_INVENTORY_SLOT_ID_ACTIVATE(Ped ped, int emoteType);
```

## Parameters

- `ped` (`Ped`)
- `emoteType` (`int`)

## Returns

`void`

## Description

_STOP_* - _TEST_*

## Usage

### Lua

```lua
SetGunSpinningInventorySlotIdActivate(ped, emoteType)

-- always available, by hash
Citizen.InvokeNative(0x408CF580C5E96D49, ped, emoteType)
```

### JavaScript

```js
SetGunSpinningInventorySlotIdActivate(ped, emoteType);

// by hash
Citizen.invokeNative('0x408CF580C5E96D49', ped, emoteType);
```

### C#

```csharp
Function.Call((Hash)0x408CF580C5E96D49, ped, emoteType);
```

- 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.*
