{"hash":"0x734311E2852760D0","ns":"INVENTORY","name":"_INVENTORY_EQUIP_ITEM_WITH_GUID","slug":"_INVENTORY_EQUIP_ITEM_WITH_GUID","official":false,"named":true,"luaName":"InventoryEquipItemWithGuid","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"inventoryId","type":"int"},{"name":"guid","type":"Any*"},{"name":"bEquipped","type":"BOOL"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_EQUIP_ITEM_WITH_GUID","markdownUrl":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_EQUIP_ITEM_WITH_GUID.md","snippets":{"lua":"local retval, guid = InventoryEquipItemWithGuid(inventoryId, bEquipped)","luaInvoke":"local retval, guid = Citizen.InvokeNative(0x734311E2852760D0, inventoryId, Citizen.PointerValueInt(), bEquipped, Citizen.ReturnResultAnyway())","js":"const [retval, guid] = InventoryEquipItemWithGuid(inventoryId, bEquipped);","jsInvoke":"const [retval, guid] = Citizen.invokeNative('0x734311E2852760D0', inventoryId, Citizen.pointerValueInt(), bEquipped, Citizen.returnResultAnyway());","csharp":"var guid = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0x734311E2852760D0, inventoryId, guid, bEquipped);\n// guid.GetResult<int>()","notes":["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."]}}