# INVENTORY::_INVENTORY_APPLY_ITEM_EFFECT_TO_STATS_ENTRY

- **Hash:** `0x75CFAC49301E134F`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryApplyItemEffectToStatsEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_APPLY_ITEM_EFFECT_TO_STATS_ENTRY

## Signature

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

## Parameters

- `databindingEntryId` (`Hash`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

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

*Source: VORPCORE RDR3natives*

entry id from _INVENTORY_ADD_CATALOG_ITEM_INSPECTION_EFFECTS_ENTRY

## Usage

### Lua

```lua
InventoryApplyItemEffectToStatsEntry(databindingEntryId, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x75CFAC49301E134F, databindingEntryId, p1, p2)
```

### JavaScript

```js
InventoryApplyItemEffectToStatsEntry(databindingEntryId, p1, p2);

// by hash
Citizen.invokeNative('0x75CFAC49301E134F', databindingEntryId, p1, p2);
```

### C#

```csharp
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.*
