# TELEMETRY::_TELEMETRY_FAVOR_EMOTE

- **Hash:** `0x16B23D4F7A1F50D9`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryFavorEmote`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_FAVOR_EMOTE

## Signature

```c
void _TELEMETRY_FAVOR_EMOTE(Any p0, Any p1, Any p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryFavorEmote(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x16B23D4F7A1F50D9, p0, p1, p2)
```

### JavaScript

```js
TelemetryFavorEmote(p0, p1, p2);

// by hash
Citizen.invokeNative('0x16B23D4F7A1F50D9', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x16B23D4F7A1F50D9, p0, p1, p2);
```

- 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.*
