# INVENTORY::_0x46DB71883EE9D5AF

- **Hash:** `0x46DB71883EE9D5AF`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `N_0x46db71883ee9d5af`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/0x46DB71883EE9D5AF

## Signature

```c
Hash _0x46DB71883EE9D5AF(Any data, const char* stats, Any* guid, Ped ped);
```

## Parameters

- `data` (`Any`)
- `stats` (`const char*`)
- `guid` (`Any*`)
- `ped` (`Ped`)

## Returns

`Hash`

## Description

Returns databindingEntryId to be used with 0x951847CEF3D829FF (p0)

## Usage

### Lua

```lua
local retval, guid = N_0x46db71883ee9d5af(data, stats, ped)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0x46DB71883EE9D5AF, data, stats, Citizen.PointerValueInt(), ped, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, guid] = N_0x46db71883ee9d5af(data, stats, ped);

// by hash
const [retval, guid] = Citizen.invokeNative('0x46DB71883EE9D5AF', data, stats, Citizen.pointerValueInt(), ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var guid = new OutputArgument();
int retval = Function.Call<int>((Hash)0x46DB71883EE9D5AF, data, stats, guid, ped);
// guid.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.
- This native has no known name, so the runtime exposes it only as `N_0x46db71883ee9d5af` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
