# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_COUNT_WITH_ITEMID

- **Hash:** `0xE787F05DFC977BDE`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemCountWithItemid`
- **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_ITEMID

## Signature

```c
int _INVENTORY_GET_INVENTORY_ITEM_COUNT_WITH_ITEMID(int inventoryId, Hash eInventoryItem, BOOL p2);
```

## Parameters

- `inventoryId` (`int`)
- `eInventoryItem` (`Hash`)
- `p2` (`BOOL`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = InventoryGetInventoryItemCountWithItemid(inventoryId, eInventoryItem, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE787F05DFC977BDE, inventoryId, eInventoryItem, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = InventoryGetInventoryItemCountWithItemid(inventoryId, eInventoryItem, p2);

// by hash
const retval = Citizen.invokeNative('0xE787F05DFC977BDE', inventoryId, eInventoryItem, p2, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE787F05DFC977BDE, inventoryId, eInventoryItem, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
