_INVENTORY_GET_INVENTORY_ITEM_WEAPON_COPY_ID
Returns CopyID
Hash
0xAB5F12746A099A0ERuntime name
InventoryGetInventoryItemWeaponCopyIdNamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207
Signature
int _INVENTORY_GET_INVENTORY_ITEM_WEAPON_COPY_ID(int inventoryId, Any* guid);Parameters
| Name | Type | Description |
|---|---|---|
inventoryId | int | — |
guid | Any* | — |
Returns int
Description
Returns CopyID
Usage
local retval, guid = InventoryGetInventoryItemWeaponCopyId(inventoryId, guid)
-- always works, by hash
local retval, guid = Citizen.InvokeNative(0xAB5F12746A099A0E, inventoryId, Citizen.PointerValueIntInitialized(guid), Citizen.ResultAsInteger())JavaScript and C#
const [retval, guid] = InventoryGetInventoryItemWeaponCopyId(inventoryId, guid);
// by hash
const [retval, guid] = Citizen.invokeNative('0xAB5F12746A099A0E', inventoryId, Citizen.pointerValueIntInitialized(guid), Citizen.returnResultAnyway(), Citizen.resultAsInteger());var guid = new OutputArgument();
int retval = Function.Call<int>((Hash)0xAB5F12746A099A0E, 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
InvokeNativewith the hash — it always works.
Sources
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