RedM Natives

CLEAR_PLAYER_WANTED_LEVEL

This executes at the same as speed as PLAYER::SET_PLAYER_WANTED_LEVEL(player, 0, false); This is the server-side RPC native equivalent of the client native CLEAR_PLAYER_WANTED_LEVEL.

Hash0x54EA5BCC
Runtime nameClearPlayerWantedLevel
NamespaceCFX
SideServer
NameOfficial
Docs

Signature

void CLEAR_PLAYER_WANTED_LEVEL(Player player);

Parameters

NameTypeDescription
playerPlayer—

Returns void

Description

Cfx.re native reference

This executes at the same as speed as PLAYER::SET_PLAYER_WANTED_LEVEL(player, 0, false);
PLAYER::GET_PLAYER_WANTED_LEVEL(player); executes in less than half the time. Which means that it's worth first checking if the wanted level needs to be cleared before clearing. However, this is mostly about good code practice and can important in other situations. The difference in time in this example is negligible.

This is the server-side RPC native equivalent of the client native CLEAR_PLAYER_WANTED_LEVEL.

Usage

Lua
ClearPlayerWantedLevel(player)

-- always works, by hash
Citizen.InvokeNative(0x54ea5bcc, player)
JavaScript and C#
JavaScript
ClearPlayerWantedLevel(player);

// by hash
Citizen.invokeNative('0x54ea5bcc', player);
C#
Function.Call((Hash)0x54ea5bcc, player);

See also

Sources

Cfx.re native reference

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