# AUDIO::GET_CURRENT_SCRIPTED_CONVERSATION_LINE

- **Hash:** `0x480357EE890C295A`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `GetCurrentScriptedConversationLine`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/GET_CURRENT_SCRIPTED_CONVERSATION_LINE

## Signature

```c
int GET_CURRENT_SCRIPTED_CONVERSATION_LINE(const char* p0);
```

## Parameters

- `p0` (`const char*`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetCurrentScriptedConversationLine(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0x480357EE890C295A, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetCurrentScriptedConversationLine(p0);

// by hash
const retval = Citizen.invokeNative('0x480357EE890C295A', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x480357EE890C295A, p0);
```

*Sources: alloc8or RDR3 NativeDB.*
