# NETWORK::_SET_DOOR_UNNETWORKED

- **Hash:** `0xC1E1A3D5ED7617B8`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `SetDoorUnnetworked`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_SET_DOOR_UNNETWORKED

## Signature

```c
void _SET_DOOR_UNNETWORKED(Any p0, BOOL toggle);
```

## Parameters

- `p0` (`Any`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetDoorUnnetworked(p0, toggle)

-- always available, by hash
Citizen.InvokeNative(0xC1E1A3D5ED7617B8, p0, toggle)
```

### JavaScript

```js
SetDoorUnnetworked(p0, toggle);

// by hash
Citizen.invokeNative('0xC1E1A3D5ED7617B8', p0, toggle);
```

### C#

```csharp
Function.Call((Hash)0xC1E1A3D5ED7617B8, p0, toggle);
```

- 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.*
