RedM Natives

_INVENTORY_GET_INVENTORY_ITEM_FIT_SLOT

Hash0xB991FE166FAF84FD
Runtime nameInventoryGetInventoryItemFitSlot
NamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _INVENTORY_GET_INVENTORY_ITEM_FIT_SLOT(Hash p0, Any* p1, int p2);

Parameters

NameTypeDescription
p0Hash—
p1Any*—
p2int—

Returns BOOL

Usage

Lua
local retval, p1 = InventoryGetInventoryItemFitSlot(p0, p2)

-- always works, by hash
local retval, p1 = Citizen.InvokeNative(0xB991FE166FAF84FD, p0, Citizen.PointerValueInt(), p2, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, p1] = InventoryGetInventoryItemFitSlot(p0, p2);

// by hash
const [retval, p1] = Citizen.invokeNative('0xB991FE166FAF84FD', p0, Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway());
C#
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB991FE166FAF84FD, p0, p1, p2);
// p1.GetResult<int>()
  • 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`.
  • 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.