# INVENTORY::_0x0349404A22736740

- **Hash:** `0x0349404A22736740`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `N_0x0349404a22736740`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/0x0349404A22736740

## Signature

```c
void _0x0349404A22736740(BOOL p0, int inventoryId, Any* guid);
```

## Parameters

- `p0` (`BOOL`)
- `inventoryId` (`int`)
- `guid` (`Any*`)

## Returns

`void`

## Description

Params: p0 is only 0 or 1
Only used in R* SP Scripts

## Usage

### Lua

```lua
local guid = N_0x0349404a22736740(p0, inventoryId, guid)

-- always available, by hash
local guid = Citizen.InvokeNative(0x0349404A22736740, p0, inventoryId, Citizen.PointerValueIntInitialized(guid))
```

### JavaScript

```js
const guid = N_0x0349404a22736740(p0, inventoryId, guid);

// by hash
const guid = Citizen.invokeNative('0x0349404A22736740', p0, inventoryId, Citizen.pointerValueIntInitialized(guid));
```

### C#

```csharp
var guid = new OutputArgument();
Function.Call((Hash)0x0349404A22736740, p0, inventoryId, guid);
// guid.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x0349404a22736740` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
