# CFX::CLEAR_PLAYER_WANTED_LEVEL

- **Hash:** `0x54EA5BCC`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `ClearPlayerWantedLevel`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/CLEAR_PLAYER_WANTED_LEVEL

## Signature

```c
void CLEAR_PLAYER_WANTED_LEVEL(Player player);
```

## Parameters

- `player` (`Player`)

## Returns

`void`

## Description

*Source: 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](?\_0xB302540597885499).**

## Usage

### Lua

```lua
ClearPlayerWantedLevel(player)

-- always available, by hash
Citizen.InvokeNative(0x54ea5bcc, player)
```

### JavaScript

```js
ClearPlayerWantedLevel(player);

// by hash
Citizen.invokeNative('0x54ea5bcc', player);
```

### C#

```csharp
Function.Call((Hash)0x54ea5bcc, player);
```

## See also

- [CFX::GET_PLAYER_WANTED_LEVEL](https://natives.borderlinerp.com/natives/CFX/GET_PLAYER_WANTED_LEVEL.md) — Returns given players wanted level server-side.
- [CFX::SET_PLAYER_WANTED_LEVEL](https://natives.borderlinerp.com/natives/CFX/SET_PLAYER_WANTED_LEVEL.md) — SET_PLAYER_WANTED_LEVEL This is the server-side RPC native equivalent of the client native SET_PLAYER_WANTED_LEVEL.

*Sources: Cfx.re native reference.*
