# INVENTORY::_INVENTORY_DOES_ITEM_OWN_EQUIPMENT

- **Hash:** `0x88B58B83A43A8CAB`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryDoesItemOwnEquipment`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_DOES_ITEM_OWN_EQUIPMENT

## Signature

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

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `item` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, guid = InventoryDoesItemOwnEquipment(inventoryId, item)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0x88B58B83A43A8CAB, inventoryId, Citizen.PointerValueInt(), item, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid] = InventoryDoesItemOwnEquipment(inventoryId, item);

// by hash
const [retval, guid] = Citizen.invokeNative('0x88B58B83A43A8CAB', inventoryId, Citizen.pointerValueInt(), item, Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
