RedM Natives

_INVENTORY_APPLY_ITEM_EFFECT_TO_STATS_ENTRY

p1, p2: false

Hash0x75CFAC49301E134F
Runtime nameInventoryApplyItemEffectToStatsEntry
NamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _INVENTORY_APPLY_ITEM_EFFECT_TO_STATS_ENTRY(Hash databindingEntryId, BOOL p1, BOOL p2);

Parameters

NameTypeDescription
databindingEntryIdHash—
p1BOOL—
p2BOOL—

Returns void

Description

alloc8or RDR3 NativeDB

p0: value returned by 0x9D21B185ABC2DBC4
p1, p2: false

Usage

Lua
InventoryApplyItemEffectToStatsEntry(databindingEntryId, p1, p2)

-- always works, by hash
Citizen.InvokeNative(0x75CFAC49301E134F, databindingEntryId, p1, p2)
JavaScript and C#
JavaScript
InventoryApplyItemEffectToStatsEntry(databindingEntryId, p1, p2);

// by hash
Citizen.invokeNative('0x75CFAC49301E134F', databindingEntryId, p1, p2);
C#
Function.Call((Hash)0x75CFAC49301E134F, databindingEntryId, p1, p2);
  • 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 · VORPCORE RDR3natives

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