# OBJECT::_DOOR_SYSTEM_CLEAR_FORCED_OPEN_PLAYER

- **Hash:** `0x5230BF34EB0EC645`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemClearForcedOpenPlayer`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_DOOR_SYSTEM_CLEAR_FORCED_OPEN_PLAYER

## Signature

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

## Parameters

- `doorHash` (`Hash`)

## Returns

`void`

## Description

*Source: 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.

*Source: 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

```lua
DoorSystemClearForcedOpenPlayer(doorHash)

-- always available, by hash
Citizen.InvokeNative(0x5230BF34EB0EC645, doorHash)
```

### JavaScript

```js
DoorSystemClearForcedOpenPlayer(doorHash);

// by hash
Citizen.invokeNative('0x5230BF34EB0EC645', doorHash);
```

### C#

```csharp
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.*
