# INVENTORY::_GET_ITEM_SLOT_MAX_COUNT

- **Hash:** `0xE80E50BEE276A54A`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `GetItemSlotMaxCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_GET_ITEM_SLOT_MAX_COUNT

## Signature

```c
int _GET_ITEM_SLOT_MAX_COUNT(Hash provision, Hash slotId);
```

## Parameters

- `provision` (`Hash`)
- `slotId` (`Hash`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = GetItemSlotMaxCount(provision, slotId)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE80E50BEE276A54A, provision, slotId, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetItemSlotMaxCount(provision, slotId);

// by hash
const retval = Citizen.invokeNative('0xE80E50BEE276A54A', provision, slotId, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE80E50BEE276A54A, provision, slotId);
```

- 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` ``.
- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
