RedM Natives

GET_VEHICLE_DOOR_LOCK_STATUS

It should be noted that while the client-side command and its setter distinguish between states 0 (unset) and 1 (unlocked), the game will synchronize both as state 0, so the server-side command will return only '0' if unlocked.

Hash0xD72CEF2
Runtime nameGetVehicleDoorLockStatus
NamespaceCFX
SideServer
NameOfficial
Docs

Signature

int GET_VEHICLE_DOOR_LOCK_STATUS(Vehicle vehicle);

Parameters

NameTypeDescription
vehicleVehicle

A vehicle handle.

Returns int — The door lock status for the specified vehicle.

Description

Cfx.re native reference

enum_VehicleLockStatus = {
    None = 0,
    Locked = 2,
    LockedForPlayer = 3,
    StickPlayerInside = 4, -- Doesn't allow players to exit the vehicle with the exit vehicle key.
    CanBeBrokenInto = 7, -- Can be broken into the car. If the glass is broken, the value will be set to 1
    CanBeBrokenIntoPersist = 8, -- Can be broken into persist
    CannotBeTriedToEnter = 10, -- Cannot be tried to enter (Nothing happens when you press the vehicle enter key).
}

It should be noted that while the client-side command and its setter distinguish between states 0 (unset) and 1 (unlocked), the game will synchronize both as state 0, so the server-side command will return only '0' if unlocked.

Usage

Lua
local retval = GetVehicleDoorLockStatus(vehicle)

-- always works, by hash
local retval = Citizen.InvokeNative(0xd72cef2, vehicle, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = GetVehicleDoorLockStatus(vehicle);

// by hash
const retval = Citizen.invokeNative('0xd72cef2', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0xd72cef2, vehicle);

Sources

Cfx.re native reference

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