# MISSIONDATA::_MISSIONDATA_SET_REPLAY_STATE_LOCKED

- **Hash:** `0xE4E2C581F127A11C`
- **Namespace:** MISSIONDATA
- **Runtime name (Lua/JS):** `MissiondataSetReplayStateLocked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISSIONDATA/_MISSIONDATA_SET_REPLAY_STATE_LOCKED

## Signature

```c
void _MISSIONDATA_SET_REPLAY_STATE_LOCKED(Hash missionId, int replayState);
```

## Parameters

- `missionId` (`Hash`)
- `replayState` (`int`)

## Returns

`void`

## Description

replayState: MISSIONDATA_GET_REPLAY_STATE

## Usage

### Lua

```lua
MissiondataSetReplayStateLocked(missionId, replayState)

-- always available, by hash
Citizen.InvokeNative(0xE4E2C581F127A11C, missionId, replayState)
```

### JavaScript

```js
MissiondataSetReplayStateLocked(missionId, replayState);

// by hash
Citizen.invokeNative('0xE4E2C581F127A11C', missionId, replayState);
```

### C#

```csharp
Function.Call((Hash)0xE4E2C581F127A11C, missionId, replayState);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.

*Sources: alloc8or RDR3 NativeDB.*
