_GET_DOOR_KNOCKING_WHEN_LOCKED
Returns whether the specified door has the locked-door knocking interaction enabled.
Hash
0x4D8611DFE1126478Runtime name
GetDoorKnockingWhenLockedNamespaceOBJECT
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _GET_DOOR_KNOCKING_WHEN_LOCKED(Hash doorHash);Parameters
| Name | Type | Description |
|---|---|---|
doorHash | Hash | — |
Returns BOOL
Description
Returns whether the specified door has the locked-door knocking interaction enabled.
Getter counterpart of _SET_DOOR_KNOCKING_WHEN_LOCKED.
Checks whether the specified door has the "knocking when locked" interaction enabled
Usage
local retval = GetDoorKnockingWhenLocked(doorHash)
-- always works, by hash
local retval = Citizen.InvokeNative(0x4D8611DFE1126478, doorHash, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = GetDoorKnockingWhenLocked(doorHash);
// by hash
const retval = Citizen.invokeNative('0x4D8611DFE1126478', doorHash, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0x4D8611DFE1126478, 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.
See also
_SET_DOOR_KNOCKING_WHEN_LOCKEDChanges the interaction behavior for a locked door.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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