{"hash":"0x72B2E00C9BAC6789","ns":"SCRIPT","name":"_IS_PLAYER_BIT_SET_AT_INDEX","slug":"_IS_PLAYER_BIT_SET_AT_INDEX","official":false,"named":true,"luaName":"IsPlayerBitSetAtIndex","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"value","type":"Any*"},{"name":"bitIndex","type":"int"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/SCRIPT/_IS_PLAYER_BIT_SET_AT_INDEX","markdownUrl":"https://natives.borderlinerp.com/natives/SCRIPT/_IS_PLAYER_BIT_SET_AT_INDEX.md","snippets":{"lua":"local retval, value = IsPlayerBitSetAtIndex(bitIndex)","luaInvoke":"local retval, value = Citizen.InvokeNative(0x72B2E00C9BAC6789, Citizen.PointerValueInt(), bitIndex, Citizen.ReturnResultAnyway())","js":"const [retval, value] = IsPlayerBitSetAtIndex(bitIndex);","jsInvoke":"const [retval, value] = Citizen.invokeNative('0x72B2E00C9BAC6789', Citizen.pointerValueInt(), bitIndex, Citizen.returnResultAnyway());","csharp":"var value = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0x72B2E00C9BAC6789, value, bitIndex);\n// value.GetResult<int>()","notes":["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."]}}