# VOICE::_0xDB622ECD3DCBE078

- **Hash:** `0xDB622ECD3DCBE078`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `N_0xdb622ecd3dcbe078`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/VOICE/0xDB622ECD3DCBE078

## Signature

```c
BOOL _0xDB622ECD3DCBE078(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xdb622ecd3dcbe078(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDB622ECD3DCBE078, player, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xdb622ecd3dcbe078(player);

// by hash
const retval = Citizen.invokeNative('0xDB622ECD3DCBE078', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDB622ECD3DCBE078, player);
```

- This native has no known name, so the runtime exposes it only as `N_0xdb622ecd3dcbe078` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
