# INVENTORY::_INVENTORY_COPY_ITEM_TO_INVENTORY

- **Hash:** `0xC04F47D488EF9EBA`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryCopyItemToInventory`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_COPY_ITEM_TO_INVENTORY

## Signature

```c
void _INVENTORY_COPY_ITEM_TO_INVENTORY(int inventoryId, int inventoryIdCloned, Any* p2, Any p3);
```

## Parameters

- `inventoryId` (`int`)
- `inventoryIdCloned` (`int`)
- `p2` (`Any*`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
local p2 = InventoryCopyItemToInventory(inventoryId, inventoryIdCloned, p3)

-- always available, by hash
local p2 = Citizen.InvokeNative(0xC04F47D488EF9EBA, inventoryId, inventoryIdCloned, Citizen.PointerValueInt(), p3)
```

### JavaScript

```js
const p2 = InventoryCopyItemToInventory(inventoryId, inventoryIdCloned, p3);

// by hash
const p2 = Citizen.invokeNative('0xC04F47D488EF9EBA', inventoryId, inventoryIdCloned, Citizen.pointerValueInt(), p3);
```

### C#

```csharp
var p2 = new OutputArgument();
Function.Call((Hash)0xC04F47D488EF9EBA, inventoryId, inventoryIdCloned, p2, p3);
// p2.GetResult<int>()
```

- 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.*
