# INVENTORY::_0x951847CEF3D829FF

- **Hash:** `0x951847CEF3D829FF`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `N_0x951847cef3d829ff`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/0x951847CEF3D829FF

## Signature

```c
void _0x951847CEF3D829FF(Any p0, Any* outGuid, Ped ped);
```

## Parameters

- `p0` (`Any`)
- `outGuid` (`Any*`)
- `ped` (`Ped`)

## Returns

`void`

## Description

p0: value returned by 0x46DB71883EE9D5AF

## Usage

### Lua

```lua
local outGuid = N_0x951847cef3d829ff(p0, ped)

-- always available, by hash
local outGuid = Citizen.InvokeNative(0x951847CEF3D829FF, p0, Citizen.PointerValueInt(), ped)
```

### JavaScript

```js
const outGuid = N_0x951847cef3d829ff(p0, ped);

// by hash
const outGuid = Citizen.invokeNative('0x951847CEF3D829FF', p0, Citizen.pointerValueInt(), ped);
```

### C#

```csharp
var outGuid = new OutputArgument();
Function.Call((Hash)0x951847CEF3D829FF, p0, outGuid, ped);
// outGuid.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_0x951847cef3d829ff` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
