RedM Natives

_INVENTORY_GET_INVENTORY_ITEM_IN_USE

Hash0x70E3A884ED000A01
Runtime nameInventoryGetInventoryItemInUse
NamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1311

Signature

BOOL _INVENTORY_GET_INVENTORY_ITEM_IN_USE(int inventoryId, Any* guid);

Parameters

NameTypeDescription
inventoryIdint—
guidAny*—

Returns BOOL

Usage

Lua
local retval, guid = InventoryGetInventoryItemInUse(inventoryId, guid)

-- always works, by hash
local retval, guid = Citizen.InvokeNative(0x70E3A884ED000A01, inventoryId, Citizen.PointerValueIntInitialized(guid), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, guid] = InventoryGetInventoryItemInUse(inventoryId, guid);

// by hash
const [retval, guid] = Citizen.invokeNative('0x70E3A884ED000A01', inventoryId, Citizen.pointerValueIntInitialized(guid), Citizen.returnResultAnyway());
C#
var guid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x70E3A884ED000A01, inventoryId, guid);
// guid.GetResult<int>()
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.