RedM Natives

SET_PLAYER_CONTROL

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

Hash0xD17AFCD8
Runtime nameSetPlayerControl
NamespaceCFX
SideServer
NameOfficial
Docs

Signature

void SET_PLAYER_CONTROL(Player player, BOOL bHasControl, int flags);

Parameters

NameTypeDescription
playerPlayer—
bHasControlBOOL—
flagsint—

Returns void

Description

Cfx.re native reference

Flags:
SPC_AMBIENT_SCRIPT = (1 << 1),
SPC_CLEAR_TASKS = (1 << 2),
SPC_REMOVE_FIRES = (1 << 3),
SPC_REMOVE_EXPLOSIONS = (1 << 4),
SPC_REMOVE_PROJECTILES = (1 << 5),
SPC_DEACTIVATE_GADGETS = (1 << 6),
SPC_REENABLE_CONTROL_ON_DEATH = (1 << 7),
SPC_LEAVE_CAMERA_CONTROL_ON = (1 << 8),
SPC_ALLOW_PLAYER_DAMAGE = (1 << 9),
SPC_DONT_STOP_OTHER_CARS_AROUND_PLAYER = (1 << 10),
SPC_PREVENT_EVERYBODY_BACKOFF = (1 << 11),
SPC_ALLOW_PAD_SHAKE = (1 << 12)
See: https://alloc8or.re/gta5/doc/enums/eSetPlayerControlFlag.txt

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

Usage

Lua
SetPlayerControl(player, bHasControl, flags)

-- always works, by hash
Citizen.InvokeNative(0xd17afcd8, player, bHasControl, flags)
JavaScript and C#
JavaScript
SetPlayerControl(player, bHasControl, flags);

// by hash
Citizen.invokeNative('0xd17afcd8', player, bHasControl, flags);
C#
Function.Call((Hash)0xd17afcd8, player, bHasControl, flags);

Sources

Cfx.re native reference

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