# MISC::_SET_BIT_FLAG

- **Hash:** `0xE84AAC1B22A73E99`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetBitFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_BIT_FLAG

## Signature

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

## Parameters

- `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

### Lua

```lua
local bitFlags = SetBitFlag(flag)

-- always available, by hash
local bitFlags = Citizen.InvokeNative(0xE84AAC1B22A73E99, Citizen.PointerValueInt(), flag)
```

### JavaScript

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

// by hash
const bitFlags = Citizen.invokeNative('0xE84AAC1B22A73E99', Citizen.pointerValueInt(), flag);
```

### C#

```csharp
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 `InvokeNative` with the hash — it always works.

## See also

- [MISC::_CLEAR_BIT_FLAG](https://natives.borderlinerp.com/natives/MISC/_CLEAR_BIT_FLAG.md)

*Sources: alloc8or RDR3 NativeDB.*
