# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_COUNT_WITH_GUID

- **Hash:** `0xC97E0D2302382211`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemCountWithGuid`
- **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_COUNT_WITH_GUID

## Signature

```c
int _INVENTORY_GET_INVENTORY_ITEM_COUNT_WITH_GUID(int inventoryId, Any* guid, BOOL p2);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `p2` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, guid = InventoryGetInventoryItemCountWithGuid(inventoryId, p2)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0xC97E0D2302382211, inventoryId, Citizen.PointerValueInt(), p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, guid] = InventoryGetInventoryItemCountWithGuid(inventoryId, p2);

// by hash
const [retval, guid] = Citizen.invokeNative('0xC97E0D2302382211', inventoryId, Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var guid = new OutputArgument();
int retval = Function.Call<int>((Hash)0xC97E0D2302382211, inventoryId, guid, p2);
// guid.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.*
