# VOICE::_NETWORK_PLAYER_HAS_HEADSET

- **Hash:** `0xAA35FD9ABAB490A3`
- **Namespace:** VOICE
- **Runtime name (Lua/JS):** `NetworkPlayerHasHeadset`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOICE/_NETWORK_PLAYER_HAS_HEADSET

## Signature

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

## Parameters

- `player` (`Player`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = NetworkPlayerHasHeadset(player)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAA35FD9ABAB490A3, player, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0xAA35FD9ABAB490A3', player, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAA35FD9ABAB490A3, 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.*
