# INVENTORY::_INVENTORY_IS_INVENTORY_ITEM_EQUIPPED

- **Hash:** `0x3D10D7179D7034AF`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryIsInventoryItemEquipped`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_IS_INVENTORY_ITEM_EQUIPPED

## Signature

```c
BOOL _INVENTORY_IS_INVENTORY_ITEM_EQUIPPED(int inventoryId, Hash item, BOOL p2);
```

## Parameters

- `inventoryId` (`int`)
- `item` (`Hash`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Description

Alternative Name: _INVENTORY_IS_ITEM_DISABLED

## Usage

### Lua

```lua
local retval = InventoryIsInventoryItemEquipped(inventoryId, item, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x3D10D7179D7034AF, inventoryId, item, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryIsInventoryItemEquipped(inventoryId, item, p2);

// by hash
const retval = Citizen.invokeNative('0x3D10D7179D7034AF', inventoryId, item, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x3D10D7179D7034AF, inventoryId, item, p2);
```

- 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 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.*
