# OBJECT::_CHECK_DOOR_ACTION_FLAG

- **Hash:** `0x0943113E02322164`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `CheckDoorActionFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_CHECK_DOOR_ACTION_FLAG

## Signature

```c
BOOL _CHECK_DOOR_ACTION_FLAG(Object doorObject, int flag);
```

## Parameters

- `doorObject` (`Object`)
- `flag` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

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

*Source: VORPCORE RDR3natives*

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

### Lua

```lua
local retval = CheckDoorActionFlag(doorObject, flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0943113E02322164, doorObject, flag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CheckDoorActionFlag(doorObject, flag);

// by hash
const retval = Citizen.invokeNative('0x0943113E02322164', doorObject, flag, Citizen.returnResultAnyway());
```

### C#

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

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
