# INVENTORY::_INVENTORY_ARE_LOCAL_CHANGES_ALLOWED

- **Hash:** `0x0FBBFFC891A97C81`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryAreLocalChangesAllowed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_ARE_LOCAL_CHANGES_ALLOWED

## Signature

```c
BOOL _INVENTORY_ARE_LOCAL_CHANGES_ALLOWED(int inventoryId);
```

## Parameters

- `inventoryId` (`int`)

## Returns

`BOOL`

## Description

inventoryId: see _INVENTORY_GET_PED_INVENTORY_ID

## Usage

### Lua

```lua
local retval = InventoryAreLocalChangesAllowed(inventoryId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0FBBFFC891A97C81, inventoryId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryAreLocalChangesAllowed(inventoryId);

// by hash
const retval = Citizen.invokeNative('0x0FBBFFC891A97C81', inventoryId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0FBBFFC891A97C81, inventoryId);
```

- 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.*
