RedM Natives

_TELEMETRY_EMOTE_ADD_CATEGORY_TO_SAVE

Hash0x2C24AF8EEEEF8A55
Runtime nameTelemetryEmoteAddCategoryToSave
NamespaceTELEMETRY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _TELEMETRY_EMOTE_ADD_CATEGORY_TO_SAVE(Any p0, Any p1, Hash emote);

Parameters

NameTypeDescription
p0Any—
p1Any—
emoteHash—

Returns void

Usage

Lua
TelemetryEmoteAddCategoryToSave(p0, p1, emote)

-- always works, by hash
Citizen.InvokeNative(0x2C24AF8EEEEF8A55, p0, p1, emote)
JavaScript and C#
JavaScript
TelemetryEmoteAddCategoryToSave(p0, p1, emote);

// by hash
Citizen.invokeNative('0x2C24AF8EEEEF8A55', p0, p1, emote);
C#
Function.Call((Hash)0x2C24AF8EEEEF8A55, p0, p1, 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`.
  • 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

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