{"hash":"0x025A1B1FB03FBF61","ns":"INVENTORY","name":"_INVENTORY_GET_FULL_INVENTORY_ITEM_DATA","slug":"_INVENTORY_GET_FULL_INVENTORY_ITEM_DATA","official":false,"named":true,"luaName":"InventoryGetFullInventoryItemData","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"inventoryId","type":"int"},{"name":"guid","type":"Any*"},{"name":"p2","type":"Any*"},{"name":"p3","type":"int"},{"name":"p4","type":"int"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_FULL_INVENTORY_ITEM_DATA","markdownUrl":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_FULL_INVENTORY_ITEM_DATA.md","snippets":{"lua":"local retval, guid, p2 = InventoryGetFullInventoryItemData(inventoryId, p3, p4)","luaInvoke":"local retval, guid, p2 = Citizen.InvokeNative(0x025A1B1FB03FBF61, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p3, p4, Citizen.ReturnResultAnyway())","js":"const [retval, guid, p2] = InventoryGetFullInventoryItemData(inventoryId, p3, p4);","jsInvoke":"const [retval, guid, p2] = Citizen.invokeNative('0x025A1B1FB03FBF61', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), p3, p4, Citizen.returnResultAnyway());","csharp":"var guid = new OutputArgument();\nvar p2 = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0x025A1B1FB03FBF61, inventoryId, guid, p2, p3, p4);\n// guid.GetResult<int>()\n// p2.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."]}}