_NETWORK_IS_PLAYER_TALKING
Hash
0xEF6F2A35FAAF2ED7Runtime name
NetworkIsPlayerTalkingNamespaceVOICE
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _NETWORK_IS_PLAYER_TALKING(Player player);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
Returns BOOL
Usage
local retval = NetworkIsPlayerTalking(player)
-- always works, by hash
local retval = Citizen.InvokeNative(0xEF6F2A35FAAF2ED7, player, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = NetworkIsPlayerTalking(player);
// by hash
const retval = Citizen.invokeNative('0xEF6F2A35FAAF2ED7', player, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0xEF6F2A35FAAF2ED7, player);- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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