# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_CHILD

- **Hash:** `0xCD9A485F2B383B44`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemChild`
- **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_GET_INVENTORY_ITEM_CHILD

## Signature

```c
BOOL _INVENTORY_GET_INVENTORY_ITEM_CHILD(int inventoryId, Any* parentGuid, Any childIndex, Any* outInventoryItem);
```

## Parameters

- `inventoryId` (`int`)
- `parentGuid` (`Any*`)
- `childIndex` (`Any`)
- `outInventoryItem` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, parentGuid, outInventoryItem = InventoryGetInventoryItemChild(inventoryId, childIndex)

-- always available, by hash
local retval, parentGuid, outInventoryItem = Citizen.InvokeNative(0xCD9A485F2B383B44, inventoryId, Citizen.PointerValueInt(), childIndex, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, parentGuid, outInventoryItem] = InventoryGetInventoryItemChild(inventoryId, childIndex);

// by hash
const [retval, parentGuid, outInventoryItem] = Citizen.invokeNative('0xCD9A485F2B383B44', inventoryId, Citizen.pointerValueInt(), childIndex, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var parentGuid = new OutputArgument();
var outInventoryItem = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xCD9A485F2B383B44, inventoryId, parentGuid, childIndex, outInventoryItem);
// parentGuid.GetResult<int>()
// outInventoryItem.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.*
