RedM Natives

_PED_APPLY_SPEECH_RELATIONSHIP

Applies speech relationship hash on given ped.

Hash0x1E017404784AA6A3
Runtime namePedApplySpeechRelationship
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _PED_APPLY_SPEECH_RELATIONSHIP(Ped ped, Hash p1);

Parameters

NameTypeDescription
pedPed—
p1Hash—

Returns BOOL

Description

alloc8or RDR3 NativeDB

Applies speech relationship hash on given ped.

VORPCORE RDR3natives

something to do with speech lines?
some hashs MAR2_RIDE1, MAR2_RIDE1, RBCH1_RIDE1, SAD5_RIDE1

Usage

Lua
local retval = PedApplySpeechRelationship(ped, p1)

-- always works, by hash
local retval = Citizen.InvokeNative(0x1E017404784AA6A3, ped, p1, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = PedApplySpeechRelationship(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x1E017404784AA6A3', ped, p1, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x1E017404784AA6A3, ped, p1);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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