# INVENTORY::_INVENTORY_ADD_ITEM_WITH_GUID

- **Hash:** `0xCB5D11F9508A928D`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryAddItemWithGuid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_ADD_ITEM_WITH_GUID

## Signature

```c
BOOL _INVENTORY_ADD_ITEM_WITH_GUID(int inventoryId, Any* guid1, Any* guid2, Hash item, Hash inventoryItemSlot, int p5, Hash addReason);
```

## Parameters

- `inventoryId` (`int`)
- `guid1` (`Any*`)
- `guid2` (`Any*`)
- `item` (`Hash`)
- `inventoryItemSlot` (`Hash`)
- `p5` (`int`)
- `addReason` (`Hash`)

## Returns

`BOOL`

## Description

inventoryItemSlotHash: https://pastebin.com/P6fyr3vr

## Usage

### Lua

```lua
local retval, guid1, guid2 = InventoryAddItemWithGuid(inventoryId, item, inventoryItemSlot, p5, addReason)

-- always available, by hash
local retval, guid1, guid2 = Citizen.InvokeNative(0xCB5D11F9508A928D, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), item, inventoryItemSlot, p5, addReason, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid1, guid2] = InventoryAddItemWithGuid(inventoryId, item, inventoryItemSlot, p5, addReason);

// by hash
const [retval, guid1, guid2] = Citizen.invokeNative('0xCB5D11F9508A928D', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), item, inventoryItemSlot, p5, addReason, Citizen.returnResultAnyway());
```

### C#

```csharp
var guid1 = new OutputArgument();
var guid2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCB5D11F9508A928D, inventoryId, guid1, guid2, item, inventoryItemSlot, p5, addReason);
// guid1.GetResult<int>()
// guid2.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.
- 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.*
