# OBJECT::_SET_DOOR_KICK_PROMPT_ENABLED

- **Hash:** `0xC07B91B996C1DE89`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetDoorKickPromptEnabled`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_DOOR_ENABLE_KICK_PROMPT`
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_DOOR_KICK_PROMPT_ENABLED

## Signature

```c
void _SET_DOOR_KICK_PROMPT_ENABLED(Hash doorHash, BOOL toggle);
```

## Parameters

- `doorHash` (`Hash`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Enables or disables the Kick interaction prompt for a specific door.
When enabled, a locked door can show a kick prompt so the player can force it open.
If the door is already unlocked, the kick prompt typically will not appear regardless of this setting.

*Source: VORPCORE RDR3natives*

Enables the kick prompt for a door

## Usage

### Lua

```lua
SetDoorKickPromptEnabled(doorHash, toggle)

-- always available, by hash
Citizen.InvokeNative(0xC07B91B996C1DE89, doorHash, toggle)
```

### JavaScript

```js
SetDoorKickPromptEnabled(doorHash, toggle);

// by hash
Citizen.invokeNative('0xC07B91B996C1DE89', doorHash, toggle);
```

### C#

```csharp
Function.Call((Hash)0xC07B91B996C1DE89, doorHash, toggle);
```

- 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.*
