{"hash":"0xAB5F12746A099A0E","ns":"INVENTORY","name":"_INVENTORY_GET_INVENTORY_ITEM_WEAPON_COPY_ID","slug":"_INVENTORY_GET_INVENTORY_ITEM_WEAPON_COPY_ID","official":false,"named":true,"luaName":"InventoryGetInventoryItemWeaponCopyId","game":"rdr3","apiset":"client","returnType":"int","params":[{"name":"inventoryId","type":"int"},{"name":"guid","type":"Any*"}],"summary":"Returns CopyID","descriptions":[{"source":"alloc8or","format":"text","body":"Returns CopyID"}],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":2,"url":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_WEAPON_COPY_ID","markdownUrl":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_INVENTORY_ITEM_WEAPON_COPY_ID.md","snippets":{"lua":"local retval, guid = InventoryGetInventoryItemWeaponCopyId(inventoryId, guid)","luaInvoke":"local retval, guid = Citizen.InvokeNative(0xAB5F12746A099A0E, inventoryId, Citizen.PointerValueIntInitialized(guid), Citizen.ResultAsInteger())","js":"const [retval, guid] = InventoryGetInventoryItemWeaponCopyId(inventoryId, guid);","jsInvoke":"const [retval, guid] = Citizen.invokeNative('0xAB5F12746A099A0E', inventoryId, Citizen.pointerValueIntInitialized(guid), Citizen.returnResultAnyway(), Citizen.resultAsInteger());","csharp":"var guid = new OutputArgument();\nint retval = Function.Call<int>((Hash)0xAB5F12746A099A0E, 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."]}}