{"hash":"0x20F4CB76689ACDBC","ns":"SCRIPT","name":"_SET_ALL_PLAYER_BITS","slug":"_SET_ALL_PLAYER_BITS","official":false,"named":true,"luaName":"SetAllPlayerBits","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"value","type":"Any*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":["0xDE544B7EC0C187CC"],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/SCRIPT/_SET_ALL_PLAYER_BITS","markdownUrl":"https://natives.borderlinerp.com/natives/SCRIPT/_SET_ALL_PLAYER_BITS.md","snippets":{"lua":"local value = SetAllPlayerBits(value)","luaInvoke":"local value = Citizen.InvokeNative(0x20F4CB76689ACDBC, Citizen.PointerValueIntInitialized(value))","js":"const value = SetAllPlayerBits(value);","jsInvoke":"const value = Citizen.invokeNative('0x20F4CB76689ACDBC', Citizen.pointerValueIntInitialized(value));","csharp":"var value = new OutputArgument();\nFunction.Call((Hash)0x20F4CB76689ACDBC, value);\n// value.GetResult<int>()","notes":["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."]}}