# MISC::_CLEAR_BIT_FLAG

- **Hash:** `0xB909149F2BB5F6DA`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `ClearBitFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_CLEAR_BIT_FLAG

## Signature

```c
void _CLEAR_BIT_FLAG(Any* bitFlags, int flag);
```

## Parameters

- `bitFlags` (`Any*`)
- `flag` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local bitFlags = ClearBitFlag(flag)

-- always available, by hash
local bitFlags = Citizen.InvokeNative(0xB909149F2BB5F6DA, Citizen.PointerValueInt(), flag)
```

### JavaScript

```js
const bitFlags = ClearBitFlag(flag);

// by hash
const bitFlags = Citizen.invokeNative('0xB909149F2BB5F6DA', Citizen.pointerValueInt(), flag);
```

### C#

```csharp
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

- [MISC::_SET_BIT_FLAG](https://natives.borderlinerp.com/natives/MISC/_SET_BIT_FLAG.md) — Similar to SET_BIT but specifically designed for large (>32 flags) bit flag sets.

*Sources: alloc8or RDR3 NativeDB.*
