RedM Natives

_INVENTORY_GET_FULL_INVENTORY_ITEM_DATA

Hash0x025A1B1FB03FBF61
Runtime nameInventoryGetFullInventoryItemData
NamespaceINVENTORY
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

NameTypeDescription
inventoryIdint—
guidAny*—
p2Any*—
p3int—
p4int—

Returns BOOL

Usage

Lua
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#
JavaScript
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());
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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