{"hash":"0x9700E8EFC4AB9089","ns":"INVENTORY","name":"INVENTORY_GET_INVENTORY_ITEM","slug":"INVENTORY_GET_INVENTORY_ITEM","official":true,"named":true,"luaName":"InventoryGetInventoryItem","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"inventoryId","type":"int"},{"name":"inData","type":"Any*"},{"name":"outData","type":"Any*"},{"name":"p3","type":"BOOL"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/INVENTORY/INVENTORY_GET_INVENTORY_ITEM","markdownUrl":"https://natives.borderlinerp.com/natives/INVENTORY/INVENTORY_GET_INVENTORY_ITEM.md","snippets":{"lua":"local retval, inData, outData = InventoryGetInventoryItem(inventoryId, p3)","luaInvoke":"local retval, inData, outData = Citizen.InvokeNative(0x9700E8EFC4AB9089, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p3, Citizen.ReturnResultAnyway())","js":"const [retval, inData, outData] = InventoryGetInventoryItem(inventoryId, p3);","jsInvoke":"const [retval, inData, outData] = Citizen.invokeNative('0x9700E8EFC4AB9089', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), p3, Citizen.returnResultAnyway());","csharp":"var inData = new OutputArgument();\nvar outData = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0x9700E8EFC4AB9089, inventoryId, inData, outData, p3);\n// inData.GetResult<int>()\n// outData.GetResult<int>()","notes":["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."]}}