# TELEMETRY::_TELEMETRY_MATCH_VOTE

- **Hash:** `0xEF3C68F56BAD7B69`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryMatchVote`
- **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_MATCH_VOTE

## Signature

```c
void _TELEMETRY_MATCH_VOTE(Any* p0, Any* p1);
```

## Parameters

- `p0` (`Any*`)
- `p1` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p0, p1 = TelemetryMatchVote()

-- always available, by hash
local p0, p1 = Citizen.InvokeNative(0xEF3C68F56BAD7B69, Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [p0, p1] = TelemetryMatchVote();

// by hash
const [p0, p1] = Citizen.invokeNative('0xEF3C68F56BAD7B69', Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var p0 = new OutputArgument();
var p1 = new OutputArgument();
Function.Call((Hash)0xEF3C68F56BAD7B69, p0, p1);
// p0.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- 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.*
