# SCRIPT::_IS_ANY_PLAYER_BIT_SET

- **Hash:** `0x179A6F0EE2E79026`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `IsAnyPlayerBitSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_IS_ANY_PLAYER_BIT_SET

## Signature

```c
BOOL _IS_ANY_PLAYER_BIT_SET(int* playerBits);
```

## Parameters

- `playerBits` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, playerBits = IsAnyPlayerBitSet(playerBits)

-- always available, by hash
local retval, playerBits = Citizen.InvokeNative(0x179A6F0EE2E79026, Citizen.PointerValueIntInitialized(playerBits), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, playerBits] = IsAnyPlayerBitSet(playerBits);

// by hash
const [retval, playerBits] = Citizen.invokeNative('0x179A6F0EE2E79026', Citizen.pointerValueIntInitialized(playerBits), Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
