RedM Natives

_INVENTORY_DOES_ITEM_OWN_EQUIPMENT

Hash0x88B58B83A43A8CAB
Runtime nameInventoryDoesItemOwnEquipment
NamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _INVENTORY_DOES_ITEM_OWN_EQUIPMENT(int inventoryId, Any* guid, Hash item);

Parameters

NameTypeDescription
inventoryIdint—
guidAny*—
itemHash—

Returns BOOL

Usage

Lua
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#
JavaScript
const [retval, guid] = InventoryDoesItemOwnEquipment(inventoryId, item);

// by hash
const [retval, guid] = Citizen.invokeNative('0x88B58B83A43A8CAB', inventoryId, Citizen.pointerValueInt(), item, Citizen.returnResultAnyway());
C#
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.InvokeNative needs the number — pass joaat("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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.