# SCRIPT::_SET_GLOBAL_BLOCK_CAN_BE_ACCESSED

- **Hash:** `0xE66F392BFCE734AF`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `SetGlobalBlockCanBeAccessed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_SET_GLOBAL_BLOCK_CAN_BE_ACCESSED

## Signature

```c
void _SET_GLOBAL_BLOCK_CAN_BE_ACCESSED(int index, BOOL toggle);
```

## Parameters

- `index` (`int`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetGlobalBlockCanBeAccessed(index, toggle)

-- always available, by hash
Citizen.InvokeNative(0xE66F392BFCE734AF, index, toggle)
```

### JavaScript

```js
SetGlobalBlockCanBeAccessed(index, toggle);

// by hash
Citizen.invokeNative('0xE66F392BFCE734AF', index, toggle);
```

### C#

```csharp
Function.Call((Hash)0xE66F392BFCE734AF, index, toggle);
```

- 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

- [SCRIPT::_GET_GLOBAL_BLOCK_CAN_BE_ACCESSED](https://natives.borderlinerp.com/natives/SCRIPT/_GET_GLOBAL_BLOCK_CAN_BE_ACCESSED.md)

*Sources: alloc8or RDR3 NativeDB.*
