_INVENTORY_CREATE_CATALOG_ITEM_INSPECTION_EFFECTS_ENTRY
p2, p3: false Returns databindingEntryId of 'CatalogItemInspection' container to be used with 0x75CFAC49301E134F (p0)
Hash
0x9D21B185ABC2DBC4Runtime name
InventoryCreateCatalogItemInspectionEffectsEntryNamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207
Also known as
_INVENTORY_ADD_CATALOG_ITEM_INSPECTION_EFFECTS_ENTRYSignature
Hash _INVENTORY_CREATE_CATALOG_ITEM_INSPECTION_EFFECTS_ENTRY(int data, const char* name, BOOL p2, BOOL p3);Parameters
| Name | Type | Description |
|---|---|---|
data | int | — |
name | const char* | — |
p2 | BOOL | — |
p3 | BOOL | — |
Returns Hash
Description
data: return value of DATABINDING::_DATABINDING_ADD_DATA_CONTAINER(..., 'CatalogItemInspection');
name: effects
p2, p3: false
Returns databindingEntryId of 'CatalogItemInspection' container to be used with 0x75CFAC49301E134F (p0)
Adds an effects entry to the CatalogItemInspection container, return int to be used with _0x75CFAC49301E134F
Usage
local retval = InventoryCreateCatalogItemInspectionEffectsEntry(data, name, p2, p3)
-- always works, by hash
local retval = Citizen.InvokeNative(0x9D21B185ABC2DBC4, data, name, p2, p3, Citizen.ResultAsInteger())JavaScript and C#
const retval = InventoryCreateCatalogItemInspectionEffectsEntry(data, name, p2, p3);
// by hash
const retval = Citizen.invokeNative('0x9D21B185ABC2DBC4', data, name, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());int retval = Function.Call<int>((Hash)0x9D21B185ABC2DBC4, data, name, p2, p3);- 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
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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