# INVENTORY::_INVENTORY_GET_ITEM_FROM_COLLECTION_INDEX

- **Hash:** `0x82FA24C3D3FCD9B7`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryGetItemFromCollectionIndex`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_GET_ITEM_FROM_COLLECTION_INDEX

## Signature

```c
BOOL _INVENTORY_GET_ITEM_FROM_COLLECTION_INDEX(int collectionId, int itemIndex, Any* itemData);
```

## Parameters

- `collectionId` (`int`)
- `itemIndex` (`int`)
- `itemData` (`Any*`)

## Returns

`BOOL`

## Description

collectionId is < outCollectionSize

## Usage

### Lua

```lua
local retval, itemData = InventoryGetItemFromCollectionIndex(collectionId, itemIndex, itemData)

-- always available, by hash
local retval, itemData = Citizen.InvokeNative(0x82FA24C3D3FCD9B7, collectionId, itemIndex, Citizen.PointerValueIntInitialized(itemData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, itemData] = InventoryGetItemFromCollectionIndex(collectionId, itemIndex, itemData);

// by hash
const [retval, itemData] = Citizen.invokeNative('0x82FA24C3D3FCD9B7', collectionId, itemIndex, Citizen.pointerValueIntInitialized(itemData), Citizen.returnResultAnyway());
```

### C#

```csharp
var itemData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x82FA24C3D3FCD9B7, collectionId, itemIndex, itemData);
// itemData.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.*
