# OBJECT::_DOOR_SYSTEM_SET_AUTOMATIC_STATE

- **Hash:** `0x1BC47A9DEDC8DF5D`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `DoorSystemSetAutomaticState`
- **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_SET_AUTOMATIC_STATE

## Signature

```c
void _DOOR_SYSTEM_SET_AUTOMATIC_STATE(Hash doorHash, BOOL disable);
```

## Parameters

- `doorHash` (`Hash`)
- `disable` (`BOOL`)

## Returns

`void`

## Description

_ALLOW_* - _ATTACH_*

## Usage

### Lua

```lua
DoorSystemSetAutomaticState(doorHash, disable)

-- always available, by hash
Citizen.InvokeNative(0x1BC47A9DEDC8DF5D, doorHash, disable)
```

### JavaScript

```js
DoorSystemSetAutomaticState(doorHash, disable);

// by hash
Citizen.invokeNative('0x1BC47A9DEDC8DF5D', doorHash, disable);
```

### C#

```csharp
Function.Call((Hash)0x1BC47A9DEDC8DF5D, doorHash, disable);
```

- 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.*
