# INVENTORY::INVENTORY_GET_CHILDREN_IN_SLOT_COUNT

- **Hash:** `0x033EE4B89F3AC545`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetChildrenInSlotCount`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/INVENTORY_GET_CHILDREN_IN_SLOT_COUNT

## Signature

```c
int INVENTORY_GET_CHILDREN_IN_SLOT_COUNT(int inventoryId, Any* guid, Hash slotId);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `slotId` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, guid = InventoryGetChildrenInSlotCount(inventoryId, slotId)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0x033EE4B89F3AC545, inventoryId, Citizen.PointerValueInt(), slotId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, guid] = InventoryGetChildrenInSlotCount(inventoryId, slotId);

// by hash
const [retval, guid] = Citizen.invokeNative('0x033EE4B89F3AC545', inventoryId, Citizen.pointerValueInt(), slotId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var guid = new OutputArgument();
int retval = Function.Call<int>((Hash)0x033EE4B89F3AC545, inventoryId, guid, slotId);
// guid.GetResult<int>()
```

- 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` ``.
- 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.

*Sources: alloc8or RDR3 NativeDB.*
