local fn = _gn(0x6F8838D03D1DC226)
--- p5 only set to true in single player native scripts. Door hashes normally look like `PROP_[int]_DOOR_[int]` for interior doors and `PROP_BUILDING_[int]_DOOR_[int]` exterior doors but you can just make up your own hash if you want.
-- If scriptDoor is true, register the door on the script handler host (note: there's a hardcap on the number of script IDs that can be added to the system at a given time). If scriptDoor and isLocal are both false, the door is considered to be in a "Persists w/o netobj" state.
-- A simple "localized" door-system (with hundreds/thousands of doors) can be created by setting p5, p6, and p7 to false and using EventHandlers to synchronize the states to: [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53), [DOOR_SYSTEM_SET_OPEN_RATIO](#\_0xB6E6FBA95C7324AC), [DOOR_SYSTEM_SET_HOLD_OPEN](#\_0xD9B71952F78A2640), etc.
-- @param doorHash A (unique) door system identifier
-- @param modelHash Entity model hash
-- @param x The X coordinate of the door object
-- @param y The Y coordinate of the door object
-- @param z The Z coordinate of the door object
-- @param scriptDoor false; relies upon getNetworkGameScriptHandler.
-- @param isLocal On true disables the creation `CRequestDoorEvent's` in [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53).
function Global.AddDoorToSystem(doorHash, modelHash, x, y, z, p5, scriptDoor, isLocal)
	return _in2(fn, _ch(doorHash), _ch(modelHash), x, y, z, p5, scriptDoor, isLocal)
end
