# PLAYER::_SET_PLAYER_INTERACTION_NEGATIVE_RESPONSE

- **Hash:** `0x98CD760DE43B612E`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `SetPlayerInteractionNegativeResponse`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_SET_PLAYER_INTERACTION_NEGATIVE_RESPONSE

## Signature

```c
void _SET_PLAYER_INTERACTION_NEGATIVE_RESPONSE(Player player, const char* speech);
```

## Parameters

- `player` (`Player`)
- `speech` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetPlayerInteractionNegativeResponse(player, speech)

-- always available, by hash
Citizen.InvokeNative(0x98CD760DE43B612E, player, speech)
```

### JavaScript

```js
SetPlayerInteractionNegativeResponse(player, speech);

// by hash
Citizen.invokeNative('0x98CD760DE43B612E', player, speech);
```

### C#

```csharp
Function.Call((Hash)0x98CD760DE43B612E, player, speech);
```

- 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.*
