RedM Natives

_0xE1D356F5A66D0FFA

Hash0xE1D356F5A66D0FFA
Runtime nameN_0xe1d356f5a66d0ffa
NamespacePLAYER
SideClient
NameHash only
Docs
Since build1232

Signature

BOOL _0xE1D356F5A66D0FFA(Hash emote);

Parameters

NameTypeDescription
emoteHash—

Returns BOOL

Usage

Lua
local retval = N_0xe1d356f5a66d0ffa(emote)

-- always works, by hash
local retval = Citizen.InvokeNative(0xE1D356F5A66D0FFA, emote, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = N_0xe1d356f5a66d0ffa(emote);

// by hash
const retval = Citizen.invokeNative('0xE1D356F5A66D0FFA', emote, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0xE1D356F5A66D0FFA, 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_0xe1d356f5a66d0ffa (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

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