# VOICE::_0xB6E79850B759A30E

- **Hash:** `0xB6E79850B759A30E`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0xb6e79850b759a30e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0xB6E79850B759A30E

## Signature

```c
void _0xB6E79850B759A30E(int teamId, BOOL allow);
```

## Parameters

- `teamId` (`int`)
- `allow` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xb6e79850b759a30e(teamId, allow)

-- always available, by hash
Citizen.InvokeNative(0xB6E79850B759A30E, teamId, allow)
```

### JavaScript

```js
N_0xb6e79850b759a30e(teamId, allow);

// by hash
Citizen.invokeNative('0xB6E79850B759A30E', teamId, allow);
```

### C#

```csharp
Function.Call((Hash)0xB6E79850B759A30E, teamId, allow);
```

- This native has no known name, so the runtime exposes it only as `N_0xb6e79850b759a30e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
