RedM Natives

_GET_DOOR_KNOCKING_WHEN_LOCKED

Returns whether the specified door has the locked-door knocking interaction enabled.

Hash0x4D8611DFE1126478
Runtime nameGetDoorKnockingWhenLocked
NamespaceOBJECT
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _GET_DOOR_KNOCKING_WHEN_LOCKED(Hash doorHash);

Parameters

NameTypeDescription
doorHashHash—

Returns BOOL

Description

alloc8or RDR3 NativeDB

Returns whether the specified door has the locked-door knocking interaction enabled.
Getter counterpart of _SET_DOOR_KNOCKING_WHEN_LOCKED.

VORPCORE RDR3natives

Checks whether the specified door has the "knocking when locked" interaction enabled

Usage

Lua
local retval = GetDoorKnockingWhenLocked(doorHash)

-- always works, by hash
local retval = Citizen.InvokeNative(0x4D8611DFE1126478, doorHash, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = GetDoorKnockingWhenLocked(doorHash);

// by hash
const retval = Citizen.invokeNative('0x4D8611DFE1126478', doorHash, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x4D8611DFE1126478, 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.

See also

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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