# UNLOCK::_UNLOCK_IS_UNLOCK_FLAG_SET

- **Hash:** `0x6B6369647F26F09F`
- **Namespace:** UNLOCK
- **Runtime name (Lua/JS):** `UnlockIsUnlockFlagSet`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UNLOCK/_UNLOCK_IS_UNLOCK_FLAG_SET

## Signature

```c
BOOL _UNLOCK_IS_UNLOCK_FLAG_SET(Hash unlockHash, int flag);
```

## Parameters

- `unlockHash` (`Hash`)
- `flag` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = UnlockIsUnlockFlagSet(unlockHash, flag)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6B6369647F26F09F, unlockHash, flag, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = UnlockIsUnlockFlagSet(unlockHash, flag);

// by hash
const retval = Citizen.invokeNative('0x6B6369647F26F09F', unlockHash, flag, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6B6369647F26F09F, unlockHash, flag);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.

*Sources: alloc8or RDR3 NativeDB.*
