_INVENTORY_COPY_ITEM_TO_MISSION_INVENTORY
Hash
0x3112ADB9D5F3426BRuntime name
InventoryCopyItemToMissionInventoryNamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _INVENTORY_COPY_ITEM_TO_MISSION_INVENTORY(Any* guid, BOOL p1);Parameters
| Name | Type | Description |
|---|---|---|
guid | Any* | — |
p1 | BOOL | — |
Returns void
Usage
local guid = InventoryCopyItemToMissionInventory(p1)
-- always works, by hash
local guid = Citizen.InvokeNative(0x3112ADB9D5F3426B, Citizen.PointerValueInt(), p1)JavaScript and C#
const guid = InventoryCopyItemToMissionInventory(p1);
// by hash
const guid = Citizen.invokeNative('0x3112ADB9D5F3426B', Citizen.pointerValueInt(), p1);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
InvokeNativewith the hash — it always works.
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.