{"hash":"0xC04F47D488EF9EBA","ns":"INVENTORY","name":"_INVENTORY_COPY_ITEM_TO_INVENTORY","slug":"_INVENTORY_COPY_ITEM_TO_INVENTORY","official":false,"named":true,"luaName":"InventoryCopyItemToInventory","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"inventoryId","type":"int"},{"name":"inventoryIdCloned","type":"int"},{"name":"p2","type":"Any*"},{"name":"p3","type":"Any"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_COPY_ITEM_TO_INVENTORY","markdownUrl":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_COPY_ITEM_TO_INVENTORY.md","snippets":{"lua":"local p2 = InventoryCopyItemToInventory(inventoryId, inventoryIdCloned, p3)","luaInvoke":"local p2 = Citizen.InvokeNative(0xC04F47D488EF9EBA, inventoryId, inventoryIdCloned, Citizen.PointerValueInt(), p3)","js":"const p2 = InventoryCopyItemToInventory(inventoryId, inventoryIdCloned, p3);","jsInvoke":"const p2 = Citizen.invokeNative('0xC04F47D488EF9EBA', inventoryId, inventoryIdCloned, Citizen.pointerValueInt(), p3);","csharp":"var p2 = new OutputArgument();\nFunction.Call((Hash)0xC04F47D488EF9EBA, inventoryId, inventoryIdCloned, p2, p3);\n// p2.GetResult<int>()","notes":["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."]}}