# INVENTORY::_INVENTORY_MOVE_INVENTORY_ITEM

- **Hash:** `0xDCCAA7C3BFD88862`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryMoveInventoryItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_MOVE_INVENTORY_ITEM

## Signature

```c
BOOL _INVENTORY_MOVE_INVENTORY_ITEM(int inventoryId, Any* guid1, Any* guid2, Hash slotId, int quantity, Any* outGuid);
```

## Parameters

- `inventoryId` (`int`)
- `guid1` (`Any*`)
- `guid2` (`Any*`)
- `slotId` (`Hash`)
- `quantity` (`int`)
- `outGuid` (`Any*`)

## Returns

`BOOL`

## Description

guid1: old parent GUID
guid2: new parent GUID
guid3: new item GUID (out param)

## Usage

### Lua

```lua
local retval, guid1, guid2, outGuid = InventoryMoveInventoryItem(inventoryId, slotId, quantity)

-- always available, by hash
local retval, guid1, guid2, outGuid = Citizen.InvokeNative(0xDCCAA7C3BFD88862, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), slotId, quantity, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid1, guid2, outGuid] = InventoryMoveInventoryItem(inventoryId, slotId, quantity);

// by hash
const [retval, guid1, guid2, outGuid] = Citizen.invokeNative('0xDCCAA7C3BFD88862', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), slotId, quantity, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var guid1 = new OutputArgument();
var guid2 = new OutputArgument();
var outGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xDCCAA7C3BFD88862, inventoryId, guid1, guid2, slotId, quantity, outGuid);
// guid1.GetResult<int>()
// guid2.GetResult<int>()
// outGuid.GetResult<int>()
```

- 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` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `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.*
