_SET_NETWORK_PICKUP_USABLE_FOR_PLAYER
Hash
0x94F3D956BFAEAE18Runtime name
SetNetworkPickupUsableForPlayerNamespaceOBJECT
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_NETWORK_PICKUP_USABLE_FOR_PLAYER(Player player, Hash pickupHash, BOOL isUsable);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
pickupHash | Hash | — |
isUsable | BOOL | — |
Returns void
Description
Params: p2 controls whether to make pickups usable/collectable or not in networked games
Usage
SetNetworkPickupUsableForPlayer(player, pickupHash, isUsable)
-- always works, by hash
Citizen.InvokeNative(0x94F3D956BFAEAE18, player, pickupHash, isUsable)JavaScript and C#
SetNetworkPickupUsableForPlayer(player, pickupHash, isUsable);
// by hash
Citizen.invokeNative('0x94F3D956BFAEAE18', player, pickupHash, isUsable);Function.Call((Hash)0x94F3D956BFAEAE18, player, pickupHash, isUsable);- 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.
Sources
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