# INVENTORY::_0xD08685BA892DBFAB

- **Hash:** `0xD08685BA892DBFAB`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `N_0xd08685ba892dbfab`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/0xD08685BA892DBFAB

## Signature

```c
BOOL _0xD08685BA892DBFAB(int inventoryId, Any* guid, int* p2, int* p3);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `p2` (`int*`)
- `p3` (`int*`)

## Returns

`BOOL`

## Description

Params: p3 returns an int between 0 and 20 (?)
Only used in R* SP Scripts

## Usage

### Lua

```lua
local retval, guid, p2, p3 = N_0xd08685ba892dbfab(inventoryId)

-- always available, by hash
local retval, guid, p2, p3 = Citizen.InvokeNative(0xD08685BA892DBFAB, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid, p2, p3] = N_0xd08685ba892dbfab(inventoryId);

// by hash
const [retval, guid, p2, p3] = Citizen.invokeNative('0xD08685BA892DBFAB', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var guid = new OutputArgument();
var p2 = new OutputArgument();
var p3 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xD08685BA892DBFAB, inventoryId, guid, p2, p3);
// guid.GetResult<int>()
// p2.GetResult<int>()
// p3.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_0xd08685ba892dbfab` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
