# INVENTORY::INVENTORY_GET_INVENTORY_ITEM

- **Hash:** `0x9700E8EFC4AB9089`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItem`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/INVENTORY_GET_INVENTORY_ITEM

## Signature

```c
BOOL INVENTORY_GET_INVENTORY_ITEM(int inventoryId, Any* inData, Any* outData, BOOL p3);
```

## Parameters

- `inventoryId` (`int`)
- `inData` (`Any*`)
- `outData` (`Any*`)
- `p3` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, inData, outData = InventoryGetInventoryItem(inventoryId, p3)

-- always available, by hash
local retval, inData, outData = Citizen.InvokeNative(0x9700E8EFC4AB9089, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, inData, outData] = InventoryGetInventoryItem(inventoryId, p3);

// by hash
const [retval, inData, outData] = Citizen.invokeNative('0x9700E8EFC4AB9089', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), p3, Citizen.returnResultAnyway());
```

### C#

```csharp
var inData = new OutputArgument();
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x9700E8EFC4AB9089, inventoryId, inData, outData, p3);
// inData.GetResult<int>()
// outData.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.

*Sources: alloc8or RDR3 NativeDB.*
