RedM Natives

_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.

Hash0x5230BF34EB0EC645
Runtime nameDoorSystemClearForcedOpenPlayer
NamespaceOBJECT
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _DOOR_SYSTEM_CLEAR_FORCED_OPEN_PLAYER(Hash doorHash);

Parameters

NameTypeDescription
doorHashHash—

Returns void

Description

alloc8or RDR3 NativeDB

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.

VORPCORE RDR3natives

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

Lua
DoorSystemClearForcedOpenPlayer(doorHash)

-- always works, by hash
Citizen.InvokeNative(0x5230BF34EB0EC645, doorHash)
JavaScript and C#
JavaScript
DoorSystemClearForcedOpenPlayer(doorHash);

// by hash
Citizen.invokeNative('0x5230BF34EB0EC645', doorHash);
C#
Function.Call((Hash)0x5230BF34EB0EC645, 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 · VORPCORE RDR3natives

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.