{"hash":"0xF9933164965533B7","ns":"INVENTORY","name":"_INVENTORY_GET_INVENTORY_ITEM_HIDDEN","slug":"_INVENTORY_GET_INVENTORY_ITEM_HIDDEN","official":false,"named":true,"luaName":"InventoryGetInventoryItemHidden","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"inventoryId","type":"int"},{"name":"guid","type":"Any*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_HIDDEN","markdownUrl":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_HIDDEN.md","snippets":{"lua":"local retval, guid = InventoryGetInventoryItemHidden(inventoryId, guid)","luaInvoke":"local retval, guid = Citizen.InvokeNative(0xF9933164965533B7, inventoryId, Citizen.PointerValueIntInitialized(guid), Citizen.ReturnResultAnyway())","js":"const [retval, guid] = InventoryGetInventoryItemHidden(inventoryId, guid);","jsInvoke":"const [retval, guid] = Citizen.invokeNative('0xF9933164965533B7', inventoryId, Citizen.pointerValueIntInitialized(guid), Citizen.returnResultAnyway());","csharp":"var guid = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0xF9933164965533B7, inventoryId, guid);\n// guid.GetResult<int>()","notes":["The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.","`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."]}}