# INVENTORY::_INVENTORY_DISABLE_ITEM

- **Hash:** `0x766315A564594401`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryDisableItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_DISABLE_ITEM

## Signature

```c
void _INVENTORY_DISABLE_ITEM(int inventoryId, Hash item, Hash gtxReason);
```

## Parameters

- `inventoryId` (`int`)
- `item` (`Hash`)
- `gtxReason` (`Hash`)

## Returns

`void`

## Description

Example: (1, WEAPON_REVOLVER_CATTLEMAN, 0) - disables cattleman revolver on weapon wheel

## Usage

### Lua

```lua
InventoryDisableItem(inventoryId, item, gtxReason)

-- always available, by hash
Citizen.InvokeNative(0x766315A564594401, inventoryId, item, gtxReason)
```

### JavaScript

```js
InventoryDisableItem(inventoryId, item, gtxReason);

// by hash
Citizen.invokeNative('0x766315A564594401', inventoryId, item, gtxReason);
```

### C#

```csharp
Function.Call((Hash)0x766315A564594401, inventoryId, item, gtxReason);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
