# SCRIPT::SET_BLOCK_OF_PLAYER_BITS

- **Hash:** `0xC6DFB8C04C86D5A5`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `SetBlockOfPlayerBits`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/SET_BLOCK_OF_PLAYER_BITS

## Signature

```c
void SET_BLOCK_OF_PLAYER_BITS(Any* value, int p1, int p2);
```

## Parameters

- `value` (`Any*`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
local value = SetBlockOfPlayerBits(p1, p2)

-- always available, by hash
local value = Citizen.InvokeNative(0xC6DFB8C04C86D5A5, Citizen.PointerValueInt(), p1, p2)
```

### JavaScript

```js
const value = SetBlockOfPlayerBits(p1, p2);

// by hash
const value = Citizen.invokeNative('0xC6DFB8C04C86D5A5', Citizen.pointerValueInt(), p1, p2);
```

### C#

```csharp
var value = new OutputArgument();
Function.Call((Hash)0xC6DFB8C04C86D5A5, value, p1, p2);
// 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::GET_BLOCK_OF_PLAYER_BITS](https://natives.borderlinerp.com/natives/SCRIPT/GET_BLOCK_OF_PLAYER_BITS.md)

*Sources: alloc8or RDR3 NativeDB.*
