_HAS_PED_KNOCKED_ON_DOOR
Checks whether the specified ped has completed a door knocking interaction.
0xFA8C10DCE0706D43HasPedKnockedOnDoorSignature
BOOL _HAS_PED_KNOCKED_ON_DOOR(Ped ped);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
Returns BOOL
Description
Checks whether the specified ped has completed a door knocking interaction.
Typically used with _SET_DOOR_KNOCKING_WHEN_LOCKED. Returns true after the knocking interaction/animation has completed, not while it is still playing. Does not detect normal door-handle interaction.
Checks whether the specified ped has performed a door knocking interaction
This is typically used together with SET_DOOR_KNOCKING_WHEN_LOCKED.
If a door is configured to use knocking behavior when locked, and the player interacts
with it, this native returns true AFTER the knocking interaction/animation has completed
Usage
local retval = HasPedKnockedOnDoor(ped)
-- always works, by hash
local retval = Citizen.InvokeNative(0xFA8C10DCE0706D43, ped, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = HasPedKnockedOnDoor(ped);
// by hash
const retval = Citizen.invokeNative('0xFA8C10DCE0706D43', ped, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0xFA8C10DCE0706D43, ped);- 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
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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