RedM Natives

_INVENTORY_COPY_ITEM_TO_MISSION_INVENTORY

Hash0x3112ADB9D5F3426B
Runtime nameInventoryCopyItemToMissionInventory
NamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _INVENTORY_COPY_ITEM_TO_MISSION_INVENTORY(Any* guid, BOOL p1);

Parameters

NameTypeDescription
guidAny*—
p1BOOL—

Returns void

Usage

Lua
local guid = InventoryCopyItemToMissionInventory(p1)

-- always works, by hash
local guid = Citizen.InvokeNative(0x3112ADB9D5F3426B, Citizen.PointerValueInt(), p1)
JavaScript and C#
JavaScript
const guid = InventoryCopyItemToMissionInventory(p1);

// by hash
const guid = Citizen.invokeNative('0x3112ADB9D5F3426B', Citizen.pointerValueInt(), p1);
C#
var guid = new OutputArgument();
Function.Call((Hash)0x3112ADB9D5F3426B, guid, p1);
// guid.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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.