RedM Natives

_0x9D6DEC9791A4E501

Returns true or false if the ped can say a specific speech line with PLAY_PED_AMBIENT_SPEECH_NATIVE, similar to DOES_CONTEXT_EXIST_FOR_THIS_PED.

Hash0x9D6DEC9791A4E501
Runtime nameN_0x9d6dec9791a4e501
NamespaceAUDIO
SideClient
NameHash only
Docs
Since build1207

Signature

BOOL _0x9D6DEC9791A4E501(Ped ped, const char* speechName, BOOL p2, BOOL p3);

Parameters

NameTypeDescription
pedPed—
speechNameconst char*—
p2BOOL—
p3BOOL—

Returns BOOL

Description

alloc8or RDR3 NativeDB

Returns true or false if the ped can say a specific speech line with PLAY_PED_AMBIENT_SPEECH_NATIVE, similar to DOES_CONTEXT_EXIST_FOR_THIS_PED.
Not reliable on remote clients when used on a player ped.
Params: p2 and p3 are usually false and true, respectively.

femga rdr3_discoveries · research notes

0x9D6DEC9791A4E501 (by aaron1a12)
Returns true or false if the ped can say a specific speech line with PlayPedAmbientSpeechNative()
Not reliable on remote clients when used on a player ped.

N_0x9d6dec9791a4e501(ped, soundName, 0, 1)

Usage

Lua
local retval = N_0x9d6dec9791a4e501(ped, speechName, p2, p3)

-- always works, by hash
local retval = Citizen.InvokeNative(0x9D6DEC9791A4E501, ped, speechName, p2, p3, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = N_0x9d6dec9791a4e501(ped, speechName, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x9D6DEC9791A4E501', ped, speechName, p2, p3, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x9D6DEC9791A4E501, ped, speechName, p2, p3);
  • This native has no known name, so the runtime exposes it only as N_0x9d6dec9791a4e501 (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB · femga rdr3_discoveries

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