{"hash":"0x31010318BA9897AC","ns":"SCRIPT","name":"_SET_PLAYER_BIT_AT_INDEX","slug":"_SET_PLAYER_BIT_AT_INDEX","official":false,"named":true,"luaName":"SetPlayerBitAtIndex","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"value","type":"Any*"},{"name":"bitIndex","type":"int"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":["0xD426E2E3288469D6"],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/SCRIPT/_SET_PLAYER_BIT_AT_INDEX","markdownUrl":"https://natives.borderlinerp.com/natives/SCRIPT/_SET_PLAYER_BIT_AT_INDEX.md","snippets":{"lua":"local value = SetPlayerBitAtIndex(bitIndex)","luaInvoke":"local value = Citizen.InvokeNative(0x31010318BA9897AC, Citizen.PointerValueInt(), bitIndex)","js":"const value = SetPlayerBitAtIndex(bitIndex);","jsInvoke":"const value = Citizen.invokeNative('0x31010318BA9897AC', Citizen.pointerValueInt(), bitIndex);","csharp":"var value = new OutputArgument();\nFunction.Call((Hash)0x31010318BA9897AC, 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."]}}