# INVENTORY::_INVENTORY_GET_INVENTORY_ITEM_INSPECTION_INFO

- **Hash:** `0x0C093C1787F18519`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetInventoryItemInspectionInfo`
- **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_INSPECTION_INFO

## Signature

```c
BOOL _INVENTORY_GET_INVENTORY_ITEM_INSPECTION_INFO(Hash item, Any* info);
```

## Parameters

- `item` (`Hash`)
- `info` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, info = InventoryGetInventoryItemInspectionInfo(item, info)

-- always available, by hash
local retval, info = Citizen.InvokeNative(0x0C093C1787F18519, item, Citizen.PointerValueIntInitialized(info), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, info] = InventoryGetInventoryItemInspectionInfo(item, info);

// by hash
const [retval, info] = Citizen.invokeNative('0x0C093C1787F18519', item, Citizen.pointerValueIntInitialized(info), Citizen.returnResultAnyway());
```

### C#

```csharp
var info = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x0C093C1787F18519, item, info);
// info.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` ``.
- 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.

*Sources: alloc8or RDR3 NativeDB.*
