# Exports

## Rpemotes-reborn Exports

The following exports can be implemented into your scripts.

{% tabs %}
{% tab title="Exports" %}

```etlua
exports["rpemotes-reborn"]:EmoteCommandStart(emoteName, textureVariation)
exports["rpemotes-reborn"]:EmoteCancel(forceCancel) – forceCancel is optional
exports["rpemotes-reborn"]:CanCancelEmote(state)
exports["rpemotes-reborn"]:IsPlayerCrouched()
exports["rpemotes-reborn"]:IsPlayerProne()
exports["rpemotes-reborn"]:StopPlayerProne(force) -- force is optional
exports["rpemotes-reborn"]:GetPlayerProneType() -- returns the type of prone the player is in, either "onfront" or "onback"
exports["rpemotes-reborn"]:IsPlayerCrawling()
exports["rpemotes-reborn"]:IsPlayerPointing()
exports["rpemotes-reborn"]:IsPlayerInAnim() -- returns current animation name or nil
exports["rpemotes-reborn"]:IsPlayerInHandsUp()
exports["rpemotes-reborn"]:toggleBinoculars()
exports["rpemotes-reborn"]:toggleNewscam()
exports["rpemotes-reborn"]:getWalkstyle() -- Gets walk style of player, used to detect certain walk. useful for applying effects while doing certain walks like tripping or other "funny" effects.
exports["rpemotes-reborn"]:setWalkstyle(name, force) -- name = "move_m@alien" or any other, force = optional bool. Lets you set or force a walk style, useful for scripts like retrieving a style before drinking and restoring it after sobering up.
exports["rpemotes-reborn"]:toggleWalkstyle(bool, message) -- bool to allow the user to change their walkstyle in the menu or not / message to show the user (optional, default is :"You are unable to change your walking style right now.")"
```

{% endtab %}
{% endtabs %}

### You can read [here ](https://docs.fivem.net/docs/scripting-manual/runtimes/javascript/#using-exports)for more info on exports.


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