_INVENTORY_DOES_ITEM_OWN_EQUIPMENT
Hash
0x88B58B83A43A8CABRuntime name
InventoryDoesItemOwnEquipmentNamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _INVENTORY_DOES_ITEM_OWN_EQUIPMENT(int inventoryId, Any* guid, Hash item);Parameters
| Name | Type | Description |
|---|---|---|
inventoryId | int | — |
guid | Any* | — |
item | Hash | — |
Returns BOOL
Usage
local retval, guid = InventoryDoesItemOwnEquipment(inventoryId, item)
-- always works, by hash
local retval, guid = Citizen.InvokeNative(0x88B58B83A43A8CAB, inventoryId, Citizen.PointerValueInt(), item, Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, guid] = InventoryDoesItemOwnEquipment(inventoryId, item);
// by hash
const [retval, guid] = Citizen.invokeNative('0x88B58B83A43A8CAB', inventoryId, Citizen.pointerValueInt(), item, Citizen.returnResultAnyway());var guid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x88B58B83A43A8CAB, inventoryId, guid, item);
// guid.GetResult<int>()- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("name")or a backtick literal like`name`. - 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.