_DOOR_SYSTEM_CLEAR_FORCED_OPEN_PLAYER
Clears the stored player ID for a door that was force-opened via physical interaction such as kicking or shoulder bashing.
Hash
0x5230BF34EB0EC645Runtime name
DoorSystemClearForcedOpenPlayerNamespaceOBJECT
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _DOOR_SYSTEM_CLEAR_FORCED_OPEN_PLAYER(Hash doorHash);Parameters
| Name | Type | Description |
|---|---|---|
doorHash | Hash | — |
Returns void
Description
Clears the stored player ID for a door that was force-opened via physical interaction such as kicking or shoulder bashing.
Resets the value returned by _DOOR_SYSTEM_GET_FORCED_OPEN_PLAYER.
Clears the stored player ID for a door that was force-opened via physical interaction
(e.g. kick or shoulder bash).
This resets the value returned by:_DOOR_SYSTEM_GET_FORCED_OPEN_PLAYER
Usage
DoorSystemClearForcedOpenPlayer(doorHash)
-- always works, by hash
Citizen.InvokeNative(0x5230BF34EB0EC645, doorHash)JavaScript and C#
DoorSystemClearForcedOpenPlayer(doorHash);
// by hash
Citizen.invokeNative('0x5230BF34EB0EC645', doorHash);Function.Call((Hash)0x5230BF34EB0EC645, doorHash);- 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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