# INVENTORY::_INVENTORY_REMOVE_INVENTORY_ITEM_WITH_GUID

- **Hash:** `0x3E4E811480B3AE79`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryRemoveInventoryItemWithGuid`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_REMOVE_INVENTORY_ITEM_WITH_GUID

## Signature

```c
BOOL _INVENTORY_REMOVE_INVENTORY_ITEM_WITH_GUID(int inventoryId, Any* guid, int quantity, Hash removeReason);
```

## Parameters

- `inventoryId` (`int`)
- `guid` (`Any*`)
- `quantity` (`int`)
- `removeReason` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, guid = InventoryRemoveInventoryItemWithGuid(inventoryId, quantity, removeReason)

-- always available, by hash
local retval, guid = Citizen.InvokeNative(0x3E4E811480B3AE79, inventoryId, Citizen.PointerValueInt(), quantity, removeReason, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid] = InventoryRemoveInventoryItemWithGuid(inventoryId, quantity, removeReason);

// by hash
const [retval, guid] = Citizen.invokeNative('0x3E4E811480B3AE79', inventoryId, Citizen.pointerValueInt(), quantity, removeReason, Citizen.returnResultAnyway());
```

### C#

```csharp
var guid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3E4E811480B3AE79, inventoryId, guid, quantity, removeReason);
// guid.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.*
