_DOOR_SYSTEM_CHECK_ACTION_FLAG
Checks whether a specific door action/state flag is active for the given door hash.
0x6E2AA80BB0C03728DoorSystemCheckActionFlagSignature
BOOL _DOOR_SYSTEM_CHECK_ACTION_FLAG(Hash doorHash, int flag);Parameters
| Name | Type | Description |
|---|---|---|
doorHash | Hash | — |
flag | int | — |
Returns BOOL
Description
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
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
local retval = DoorSystemCheckActionFlag(doorHash, flag)
-- always works, by hash
local retval = Citizen.InvokeNative(0x6E2AA80BB0C03728, doorHash, flag, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = DoorSystemCheckActionFlag(doorHash, flag);
// by hash
const retval = Citizen.invokeNative('0x6E2AA80BB0C03728', doorHash, flag, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0x6E2AA80BB0C03728, doorHash, flag);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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