# PLAYER::_0xBB6EA5D59E926095

- **Hash:** `0xBB6EA5D59E926095`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xbb6ea5d59e926095`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xBB6EA5D59E926095

## Signature

```c
void _0xBB6EA5D59E926095(int category, Hash emote);
```

## Parameters

- `category` (`int`)
- `emote` (`Hash`)

## Returns

`void`

## Description

NPEW__ENUM__EMOTE_CATEGORY_INVALID = -1
NPEW__ENUM__EMOTE_CATEGORY_ACTIONS
NPEW__ENUM__EMOTE_CATEGORY_ANTAGONIZE
NPEW__ENUM__EMOTE_CATEGORY_REACTIONS
NPEW__ENUM__EMOTE_CATEGORY_GREET
NPEW__ENUM__NUM_EMOTE_CATEGORIES
NPEW__ENUM__NUM_DISPLAY_TEXTURES

## Usage

### Lua

```lua
N_0xbb6ea5d59e926095(category, emote)

-- always available, by hash
Citizen.InvokeNative(0xBB6EA5D59E926095, category, emote)
```

### JavaScript

```js
N_0xbb6ea5d59e926095(category, emote);

// by hash
Citizen.invokeNative('0xBB6EA5D59E926095', category, emote);
```

### C#

```csharp
Function.Call((Hash)0xBB6EA5D59E926095, category, emote);
```

- 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` ``.
- This native has no known name, so the runtime exposes it only as `N_0xbb6ea5d59e926095` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
