# OBJECT::_DOOR_SYSTEM_CHANGE_SCRIPT_OWNER

- **Hash:** `0x985767F5FA45BC44`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemChangeScriptOwner`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DOOR_SYSTEM_CHANGE_SCRIPT_OWNER

## Signature

```c
void _DOOR_SYSTEM_CHANGE_SCRIPT_OWNER(Hash doorHash);
```

## Parameters

- `doorHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
DoorSystemChangeScriptOwner(doorHash)

-- always available, by hash
Citizen.InvokeNative(0x985767F5FA45BC44, doorHash)
```

### JavaScript

```js
DoorSystemChangeScriptOwner(doorHash);

// by hash
Citizen.invokeNative('0x985767F5FA45BC44', doorHash);
```

### C#

```csharp
Function.Call((Hash)0x985767F5FA45BC44, doorHash);
```

- 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.*
