# VOICE::_0x4791899615D70FA2

- **Hash:** `0x4791899615D70FA2`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0x4791899615d70fa2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0x4791899615D70FA2

## Signature

```c
void _0x4791899615D70FA2(Player player, int p1, int p2);
```

## Parameters

- `player` (`Player`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`void`

## Description

Params: p1 = 2; p2 = 3 in R* Script net_main_offline

## Usage

### Lua

```lua
N_0x4791899615d70fa2(player, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x4791899615D70FA2, player, p1, p2)
```

### JavaScript

```js
N_0x4791899615d70fa2(player, p1, p2);

// by hash
Citizen.invokeNative('0x4791899615D70FA2', player, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x4791899615D70FA2, player, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x4791899615d70fa2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
