RedM Natives

_CLEAR_BIT_FLAG

Hash0xB909149F2BB5F6DA
Runtime nameClearBitFlag
NamespaceMISC
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _CLEAR_BIT_FLAG(Any* bitFlags, int flag);

Parameters

NameTypeDescription
bitFlagsAny*—
flagint—

Returns void

Usage

Lua
local bitFlags = ClearBitFlag(flag)

-- always works, by hash
local bitFlags = Citizen.InvokeNative(0xB909149F2BB5F6DA, Citizen.PointerValueInt(), flag)
JavaScript and C#
JavaScript
const bitFlags = ClearBitFlag(flag);

// by hash
const bitFlags = Citizen.invokeNative('0xB909149F2BB5F6DA', Citizen.pointerValueInt(), flag);
C#
var bitFlags = new OutputArgument();
Function.Call((Hash)0xB909149F2BB5F6DA, bitFlags, flag);
// bitFlags.GetResult<int>()
  • Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.
  • The name is a community guess and may change. If the named call is missing in your client build, use InvokeNative with the hash — it always works.

See also

Sources

alloc8or RDR3 NativeDB

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