# INVENTORY::_INVENTORY_CREATE_CATALOG_ITEM_INSPECTION_EFFECTS_ENTRY

- **Hash:** `0x9D21B185ABC2DBC4`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryCreateCatalogItemInspectionEffectsEntry`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_INVENTORY_ADD_CATALOG_ITEM_INSPECTION_EFFECTS_ENTRY`
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_CREATE_CATALOG_ITEM_INSPECTION_EFFECTS_ENTRY

## Signature

```c
Hash _INVENTORY_CREATE_CATALOG_ITEM_INSPECTION_EFFECTS_ENTRY(int data, const char* name, BOOL p2, BOOL p3);
```

## Parameters

- `data` (`int`)
- `name` (`const char*`)
- `p2` (`BOOL`)
- `p3` (`BOOL`)

## Returns

`Hash`

## Description

*Source: alloc8or RDR3 NativeDB*

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)

*Source: VORPCORE RDR3natives*

Adds an effects entry to the CatalogItemInspection container, return int to be used with _0x75CFAC49301E134F

## Usage

### Lua

```lua
local retval = InventoryCreateCatalogItemInspectionEffectsEntry(data, name, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9D21B185ABC2DBC4, data, name, p2, p3, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = InventoryCreateCatalogItemInspectionEffectsEntry(data, name, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x9D21B185ABC2DBC4', data, name, p2, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
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 `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
