RedM Natives

_CLEAR_ALL_PLAYER_BITS

Hash0xDE544B7EC0C187CC
Runtime nameClearAllPlayerBits
NamespaceSCRIPT
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _CLEAR_ALL_PLAYER_BITS(Any* value);

Parameters

NameTypeDescription
valueAny*—

Returns void

Usage

Lua
local value = ClearAllPlayerBits(value)

-- always works, by hash
local value = Citizen.InvokeNative(0xDE544B7EC0C187CC, Citizen.PointerValueIntInitialized(value))
JavaScript and C#
JavaScript
const value = ClearAllPlayerBits(value);

// by hash
const value = Citizen.invokeNative('0xDE544B7EC0C187CC', Citizen.pointerValueIntInitialized(value));
C#
var value = new OutputArgument();
Function.Call((Hash)0xDE544B7EC0C187CC, value);
// value.GetResult<int>()
  • The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.
  • The name is a community guess and may change. If the named call is missing in your client build, use InvokeNative with the hash — it always works.

See also

Sources

alloc8or RDR3 NativeDB

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