# PED::_PED_APPLY_SPEECH_RELATIONSHIP

- **Hash:** `0x1E017404784AA6A3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `PedApplySpeechRelationship`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_PED_APPLY_SPEECH_RELATIONSHIP

## Signature

```c
BOOL _PED_APPLY_SPEECH_RELATIONSHIP(Ped ped, Hash p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Hash`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

Applies speech relationship hash on given ped.

*Source: VORPCORE RDR3natives*

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

## Usage

### Lua

```lua
local retval = PedApplySpeechRelationship(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1E017404784AA6A3, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = PedApplySpeechRelationship(ped, p1);

// by hash
const retval = Citizen.invokeNative('0x1E017404784AA6A3', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
