_CHECK_DOOR_ACTION_FLAG
Checks whether a specific door-related action/state flag is active for the given door object.
0x0943113E02322164CheckDoorActionFlagSignature
BOOL _CHECK_DOOR_ACTION_FLAG(Object doorObject, int flag);Parameters
| Name | Type | Description |
|---|---|---|
doorObject | Object | — |
flag | int | — |
Returns BOOL
Description
Checks whether a specific door-related action/state flag is active for the given door object.
Observed flags:
- 32: true while the door is being kicked
- 23: true if the door was previously opened by kicking
- 8: true when attempting to open the door while it is locked
Checks whether a specific door-related action/state flag is active for the given door object.
Observed behavior:
- flag 32: returns true when the door is being kicked (kick action event)
- flag 23: returns true if the door has been previously opened by kicking (post-kick state)
- flag 8: returns true when attempting to open the door while it is locked
Usage
local retval = CheckDoorActionFlag(doorObject, flag)
-- always works, by hash
local retval = Citizen.InvokeNative(0x0943113E02322164, doorObject, flag, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = CheckDoorActionFlag(doorObject, flag);
// by hash
const retval = Citizen.invokeNative('0x0943113E02322164', doorObject, flag, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0x0943113E02322164, doorObject, flag);- 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.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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