{"hash":"0xB991FE166FAF84FD","ns":"INVENTORY","name":"_INVENTORY_GET_INVENTORY_ITEM_FIT_SLOT","slug":"_INVENTORY_GET_INVENTORY_ITEM_FIT_SLOT","official":false,"named":true,"luaName":"InventoryGetInventoryItemFitSlot","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"p0","type":"Hash"},{"name":"p1","type":"Any*"},{"name":"p2","type":"int"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_FIT_SLOT","markdownUrl":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_FIT_SLOT.md","snippets":{"lua":"local retval, p1 = InventoryGetInventoryItemFitSlot(p0, p2)","luaInvoke":"local retval, p1 = Citizen.InvokeNative(0xB991FE166FAF84FD, p0, Citizen.PointerValueInt(), p2, Citizen.ReturnResultAnyway())","js":"const [retval, p1] = InventoryGetInventoryItemFitSlot(p0, p2);","jsInvoke":"const [retval, p1] = Citizen.invokeNative('0xB991FE166FAF84FD', p0, Citizen.pointerValueInt(), p2, Citizen.returnResultAnyway());","csharp":"var p1 = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0xB991FE166FAF84FD, p0, p1, p2);\n// p1.GetResult<int>()","notes":["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."]}}