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.
Signature
int GET_VEHICLE_DOOR_LOCK_STATUS(Vehicle vehicle);Parameters
| Name | Type | Description |
|---|---|---|
vehicle | Vehicle | A vehicle handle. |
Returns int — The door lock status for the specified vehicle.
Description
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
local retval = GetVehicleDoorLockStatus(vehicle)
-- always works, by hash
local retval = Citizen.InvokeNative(0xd72cef2, vehicle, Citizen.ResultAsInteger())JavaScript and C#
const retval = GetVehicleDoorLockStatus(vehicle);
// by hash
const retval = Citizen.invokeNative('0xd72cef2', vehicle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());int retval = Function.Call<int>((Hash)0xd72cef2, vehicle);Sources
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