# STATS::STAT_ID_SET_BOOL

- **Hash:** `0x3B5107353267D7A1`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdSetBool`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ID_SET_BOOL

## Signature

```c
BOOL STAT_ID_SET_BOOL(Any* statId, BOOL value, BOOL p2);
```

## Parameters

- `statId` (`Any*`)
- `value` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId = StatIdSetBool(value, p2)

-- always available, by hash
local retval, statId = Citizen.InvokeNative(0x3B5107353267D7A1, Citizen.PointerValueInt(), value, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId] = StatIdSetBool(value, p2);

// by hash
const [retval, statId] = Citizen.invokeNative('0x3B5107353267D7A1', Citizen.pointerValueInt(), value, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3B5107353267D7A1, statId, value, p2);
// statId.GetResult<int>()
```

- 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.

*Sources: alloc8or RDR3 NativeDB.*
