{"hash":"0x3112ADB9D5F3426B","ns":"INVENTORY","name":"_INVENTORY_COPY_ITEM_TO_MISSION_INVENTORY","slug":"_INVENTORY_COPY_ITEM_TO_MISSION_INVENTORY","official":false,"named":true,"luaName":"InventoryCopyItemToMissionInventory","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"guid","type":"Any*"},{"name":"p1","type":"BOOL"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_COPY_ITEM_TO_MISSION_INVENTORY","markdownUrl":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_COPY_ITEM_TO_MISSION_INVENTORY.md","snippets":{"lua":"local guid = InventoryCopyItemToMissionInventory(p1)","luaInvoke":"local guid = Citizen.InvokeNative(0x3112ADB9D5F3426B, Citizen.PointerValueInt(), p1)","js":"const guid = InventoryCopyItemToMissionInventory(p1);","jsInvoke":"const guid = Citizen.invokeNative('0x3112ADB9D5F3426B', Citizen.pointerValueInt(), p1);","csharp":"var guid = new OutputArgument();\nFunction.Call((Hash)0x3112ADB9D5F3426B, guid, p1);\n// guid.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."]}}