RedM Natives

_NETWORK_IS_PLAYER_TALKING

Hash0xEF6F2A35FAAF2ED7
Runtime nameNetworkIsPlayerTalking
NamespaceVOICE
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _NETWORK_IS_PLAYER_TALKING(Player player);

Parameters

NameTypeDescription
playerPlayer—

Returns BOOL

Usage

Lua
local retval = NetworkIsPlayerTalking(player)

-- always works, by hash
local retval = Citizen.InvokeNative(0xEF6F2A35FAAF2ED7, player, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = NetworkIsPlayerTalking(player);

// by hash
const retval = Citizen.invokeNative('0xEF6F2A35FAAF2ED7', player, Citizen.returnResultAnyway());
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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