# INVENTORY::_INVENTORY_REMOVE_INVENTORY_ITEM_WITH_ITEMID

- **Hash:** `0xB4158C8C9A3B5DCE`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryRemoveInventoryItemWithItemid`
- **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_ITEMID

## Signature

```c
BOOL _INVENTORY_REMOVE_INVENTORY_ITEM_WITH_ITEMID(int inventoryId, Hash item, int quantity, Hash removeReason);
```

## Parameters

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

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = InventoryRemoveInventoryItemWithItemid(inventoryId, item, quantity, removeReason)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB4158C8C9A3B5DCE, inventoryId, item, quantity, removeReason, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = InventoryRemoveInventoryItemWithItemid(inventoryId, item, quantity, removeReason);

// by hash
const retval = Citizen.invokeNative('0xB4158C8C9A3B5DCE', inventoryId, item, quantity, removeReason, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB4158C8C9A3B5DCE, inventoryId, item, quantity, 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.*
