{"hash":"0xE84AAC1B22A73E99","ns":"MISC","name":"_SET_BIT_FLAG","slug":"_SET_BIT_FLAG","official":false,"named":true,"luaName":"SetBitFlag","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"bitFlags","type":"Any*"},{"name":"flag","type":"int"}],"summary":"Similar to SET_BIT but specifically designed for large (>32 flags) bit flag sets.","descriptions":[{"source":"alloc8or","format":"text","body":"Similar to SET_BIT but specifically designed for large (>32 flags) bit flag sets.\nThe flags are stored in an int array where each int has the ability to hold 32 flags.\nFlags 0-31 would be stored in the first int, flags 32-63 in the second int, etc."}],"examples":[],"aliases":[],"enums":[],"related":["0xB909149F2BB5F6DA"],"build":"1207","sources":["alloc8or"],"doc":2,"url":"https://natives.borderlinerp.com/natives/MISC/_SET_BIT_FLAG","markdownUrl":"https://natives.borderlinerp.com/natives/MISC/_SET_BIT_FLAG.md","snippets":{"lua":"local bitFlags = SetBitFlag(flag)","luaInvoke":"local bitFlags = Citizen.InvokeNative(0xE84AAC1B22A73E99, Citizen.PointerValueInt(), flag)","js":"const bitFlags = SetBitFlag(flag);","jsInvoke":"const bitFlags = Citizen.invokeNative('0xE84AAC1B22A73E99', Citizen.pointerValueInt(), flag);","csharp":"var bitFlags = new OutputArgument();\nFunction.Call((Hash)0xE84AAC1B22A73E99, bitFlags, flag);\n// bitFlags.GetResult<int>()","notes":["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."]}}