_INVENTORY_GET_FULL_INVENTORY_ITEM_DATA
Hash
0x025A1B1FB03FBF61Runtime name
InventoryGetFullInventoryItemDataNamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _INVENTORY_GET_FULL_INVENTORY_ITEM_DATA(int inventoryId, Any* guid, Any* p2, int p3, int p4);Parameters
| Name | Type | Description |
|---|---|---|
inventoryId | int | — |
guid | Any* | — |
p2 | Any* | — |
p3 | int | — |
p4 | int | — |
Returns BOOL
Usage
local retval, guid, p2 = InventoryGetFullInventoryItemData(inventoryId, p3, p4)
-- always works, by hash
local retval, guid, p2 = Citizen.InvokeNative(0x025A1B1FB03FBF61, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p3, p4, Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, guid, p2] = InventoryGetFullInventoryItemData(inventoryId, p3, p4);
// by hash
const [retval, guid, p2] = Citizen.invokeNative('0x025A1B1FB03FBF61', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), p3, p4, Citizen.returnResultAnyway());var guid = new OutputArgument();
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x025A1B1FB03FBF61, inventoryId, guid, p2, p3, p4);
// guid.GetResult<int>()
// p2.GetResult<int>()- 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.