RedM Natives

_IS_ANY_PLAYER_BIT_SET

Hash0x179A6F0EE2E79026
Runtime nameIsAnyPlayerBitSet
NamespaceSCRIPT
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _IS_ANY_PLAYER_BIT_SET(int* playerBits);

Parameters

NameTypeDescription
playerBitsint*—

Returns BOOL

Usage

Lua
local retval, playerBits = IsAnyPlayerBitSet(playerBits)

-- always works, by hash
local retval, playerBits = Citizen.InvokeNative(0x179A6F0EE2E79026, Citizen.PointerValueIntInitialized(playerBits), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, playerBits] = IsAnyPlayerBitSet(playerBits);

// by hash
const [retval, playerBits] = Citizen.invokeNative('0x179A6F0EE2E79026', Citizen.pointerValueIntInitialized(playerBits), Citizen.returnResultAnyway());
C#
var playerBits = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x179A6F0EE2E79026, playerBits);
// playerBits.GetResult<int>()
  • The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
  • 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.

Sources

alloc8or RDR3 NativeDB

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