RedM Natives

_INVENTORY_REMOVE_INVENTORY_ITEMS

Only used in R* SP Scripts

Hash0x5D6182F3BCE1333B
Runtime nameInventoryRemoveInventoryItems
NamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _INVENTORY_REMOVE_INVENTORY_ITEMS(int inventoryId, Hash removeReason);

Parameters

NameTypeDescription
inventoryIdint—
removeReasonHash—

Returns BOOL

Description

removeReason: REMOVE_REASON_DEFAULT (eRemoveItemReason)
Example: INVENTORY::_0x5D6182F3BCE1333B(1, joaat("REMOVE_REASON_DEFAULT")); -> clears weapon wheel
Only used in R* SP Scripts

Usage

Lua
local retval = InventoryRemoveInventoryItems(inventoryId, removeReason)

-- always works, by hash
local retval = Citizen.InvokeNative(0x5D6182F3BCE1333B, inventoryId, removeReason, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = InventoryRemoveInventoryItems(inventoryId, removeReason);

// by hash
const retval = Citizen.invokeNative('0x5D6182F3BCE1333B', inventoryId, removeReason, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x5D6182F3BCE1333B, inventoryId, removeReason);
  • 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

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