# COLLECTABLE::_COLLECTABLE_GET_PLACEMENT_LOCATION

- **Hash:** `0x1F1DD794908C2BFA`
- **Namespace:** COLLECTABLE
- **Runtime name (Lua/JS):** `CollectableGetPlacementLocation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/COLLECTABLE/_COLLECTABLE_GET_PLACEMENT_LOCATION

## Signature

```c
Vector3 _COLLECTABLE_GET_PLACEMENT_LOCATION(Hash collectableItem);
```

## Parameters

- `collectableItem` (`Hash`)

## Returns

`Vector3`

## Usage

### Lua

```lua
local retval = CollectableGetPlacementLocation(collectableItem)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F1DD794908C2BFA, collectableItem, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = CollectableGetPlacementLocation(collectableItem);

// by hash
const retval = Citizen.invokeNative('0x1F1DD794908C2BFA', collectableItem, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0x1F1DD794908C2BFA, collectableItem);
```

- 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.*
