RedM Natives

_CLEAR_PLAYER_BIT_AT_INDEX

Hash0xD426E2E3288469D6
Runtime nameClearPlayerBitAtIndex
NamespaceSCRIPT
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _CLEAR_PLAYER_BIT_AT_INDEX(Any* value, int bitIndex);

Parameters

NameTypeDescription
valueAny*—
bitIndexint—

Returns void

Usage

Lua
local value = ClearPlayerBitAtIndex(bitIndex)

-- always works, by hash
local value = Citizen.InvokeNative(0xD426E2E3288469D6, Citizen.PointerValueInt(), bitIndex)
JavaScript and C#
JavaScript
const value = ClearPlayerBitAtIndex(bitIndex);

// by hash
const value = Citizen.invokeNative('0xD426E2E3288469D6', Citizen.pointerValueInt(), bitIndex);
C#
var value = new OutputArgument();
Function.Call((Hash)0xD426E2E3288469D6, value, bitIndex);
// 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.
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.