_PED_APPLY_SPEECH_RELATIONSHIP
Applies speech relationship hash on given ped.
Hash
0x1E017404784AA6A3Runtime name
PedApplySpeechRelationshipNamespacePED
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _PED_APPLY_SPEECH_RELATIONSHIP(Ped ped, Hash p1);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
p1 | Hash | — |
Returns BOOL
Description
Applies speech relationship hash on given ped.
something to do with speech lines?
some hashs MAR2_RIDE1, MAR2_RIDE1, RBCH1_RIDE1, SAD5_RIDE1
Usage
local retval = PedApplySpeechRelationship(ped, p1)
-- always works, by hash
local retval = Citizen.InvokeNative(0x1E017404784AA6A3, ped, p1, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = PedApplySpeechRelationship(ped, p1);
// by hash
const retval = Citizen.invokeNative('0x1E017404784AA6A3', ped, p1, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0x1E017404784AA6A3, ped, p1);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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