# PLAYER::_0xE1D356F5A66D0FFA

- **Hash:** `0xE1D356F5A66D0FFA`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `N_0xe1d356f5a66d0ffa`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1232
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/0xE1D356F5A66D0FFA

## Signature

```c
BOOL _0xE1D356F5A66D0FFA(Hash emote);
```

## Parameters

- `emote` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xe1d356f5a66d0ffa(emote)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE1D356F5A66D0FFA, emote, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xe1d356f5a66d0ffa(emote);

// by hash
const retval = Citizen.invokeNative('0xE1D356F5A66D0FFA', emote, Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
