RedM Natives

_DOOR_SYSTEM_CHECK_ACTION_FLAG

Checks whether a specific door action/state flag is active for the given door hash.

Hash0x6E2AA80BB0C03728
Runtime nameDoorSystemCheckActionFlag
NamespaceOBJECT
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _DOOR_SYSTEM_CHECK_ACTION_FLAG(Hash doorHash, int flag);

Parameters

NameTypeDescription
doorHashHash—
flagint—

Returns BOOL

Description

alloc8or RDR3 NativeDB

Checks whether a specific door action/state flag is active for the given door hash.
Door-system-hash equivalent of _CHECK_DOOR_ACTION_FLAG.

Observed flags:
- 32: true while the door is being kicked
- 23: true after the door has been opened by kicking
- 8: true when trying to open a locked door

VORPCORE RDR3natives

Checks whether a specific door action/state flag is active for the given door hash.
- flag 32: returns true while the door is being kicked
- flag 23: returns true after the door has been opened by kicking
- flag 8: returns true when trying to open a locked door

Usage

Lua
local retval = DoorSystemCheckActionFlag(doorHash, flag)

-- always works, by hash
local retval = Citizen.InvokeNative(0x6E2AA80BB0C03728, doorHash, flag, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = DoorSystemCheckActionFlag(doorHash, flag);

// by hash
const retval = Citizen.invokeNative('0x6E2AA80BB0C03728', doorHash, flag, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x6E2AA80BB0C03728, doorHash, flag);
  • 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 · VORPCORE RDR3natives

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