{"hash":"0xC6DFB8C04C86D5A5","ns":"SCRIPT","name":"SET_BLOCK_OF_PLAYER_BITS","slug":"SET_BLOCK_OF_PLAYER_BITS","official":true,"named":true,"luaName":"SetBlockOfPlayerBits","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"value","type":"Any*"},{"name":"p1","type":"int"},{"name":"p2","type":"int"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":["0xFA3B530A5CC693D5"],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/SCRIPT/SET_BLOCK_OF_PLAYER_BITS","markdownUrl":"https://natives.borderlinerp.com/natives/SCRIPT/SET_BLOCK_OF_PLAYER_BITS.md","snippets":{"lua":"local value = SetBlockOfPlayerBits(p1, p2)","luaInvoke":"local value = Citizen.InvokeNative(0xC6DFB8C04C86D5A5, Citizen.PointerValueInt(), p1, p2)","js":"const value = SetBlockOfPlayerBits(p1, p2);","jsInvoke":"const value = Citizen.invokeNative('0xC6DFB8C04C86D5A5', Citizen.pointerValueInt(), p1, p2);","csharp":"var value = new OutputArgument();\nFunction.Call((Hash)0xC6DFB8C04C86D5A5, value, p1, p2);\n// value.GetResult<int>()","notes":["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."]}}