# SCRIPT::GET_BLOCK_OF_PLAYER_BITS

- **Hash:** `0xFA3B530A5CC693D5`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `GetBlockOfPlayerBits`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/GET_BLOCK_OF_PLAYER_BITS

## Signature

```c
int GET_BLOCK_OF_PLAYER_BITS(Any* value, int p1);
```

## Parameters

- `value` (`Any*`)
- `p1` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, value = GetBlockOfPlayerBits(p1)

-- always available, by hash
local retval, value = Citizen.InvokeNative(0xFA3B530A5CC693D5, Citizen.PointerValueInt(), p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, value] = GetBlockOfPlayerBits(p1);

// by hash
const [retval, value] = Citizen.invokeNative('0xFA3B530A5CC693D5', Citizen.pointerValueInt(), p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var value = new OutputArgument();
int retval = Function.Call<int>((Hash)0xFA3B530A5CC693D5, value, p1);
// value.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [SCRIPT::SET_BLOCK_OF_PLAYER_BITS](https://natives.borderlinerp.com/natives/SCRIPT/SET_BLOCK_OF_PLAYER_BITS.md)

*Sources: alloc8or RDR3 NativeDB.*
