_SET_BIT_FLAG
Similar to SET_BIT but specifically designed for large (>32 flags) bit flag sets.
Hash
0xE84AAC1B22A73E99Runtime name
SetBitFlagNamespaceMISC
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_BIT_FLAG(Any* bitFlags, int flag);Parameters
| Name | Type | Description |
|---|---|---|
bitFlags | Any* | — |
flag | int | — |
Returns void
Description
Similar to SET_BIT but specifically designed for large (>32 flags) bit flag sets.
The flags are stored in an int array where each int has the ability to hold 32 flags.
Flags 0-31 would be stored in the first int, flags 32-63 in the second int, etc.
Usage
local bitFlags = SetBitFlag(flag)
-- always works, by hash
local bitFlags = Citizen.InvokeNative(0xE84AAC1B22A73E99, Citizen.PointerValueInt(), flag)JavaScript and C#
const bitFlags = SetBitFlag(flag);
// by hash
const bitFlags = Citizen.invokeNative('0xE84AAC1B22A73E99', Citizen.pointerValueInt(), flag);var bitFlags = new OutputArgument();
Function.Call((Hash)0xE84AAC1B22A73E99, 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
InvokeNativewith the hash — it always works.
See also
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.