# INVENTORY::_INVENTORY_REMOVE_INVENTORY_ITEMS

- **Hash:** `0x5D6182F3BCE1333B`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryRemoveInventoryItems`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_REMOVE_INVENTORY_ITEMS

## Signature

```c
BOOL _INVENTORY_REMOVE_INVENTORY_ITEMS(int inventoryId, Hash removeReason);
```

## Parameters

- `inventoryId` (`int`)
- `removeReason` (`Hash`)

## 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

```lua
local retval = InventoryRemoveInventoryItems(inventoryId, removeReason)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5D6182F3BCE1333B, inventoryId, removeReason, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryRemoveInventoryItems(inventoryId, removeReason);

// by hash
const retval = Citizen.invokeNative('0x5D6182F3BCE1333B', inventoryId, removeReason, Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
