{"hash":"0x9A113C660AEA3832","ns":"INVENTORY","name":"_INVENTORY_SET_INVENTORY_ITEM_HIDDEN","slug":"_INVENTORY_SET_INVENTORY_ITEM_HIDDEN","official":false,"named":true,"luaName":"InventorySetInventoryItemHidden","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"inventoryId","type":"int"},{"name":"guid","type":"Any*"},{"name":"hidden","type":"BOOL"}],"summary":"Used with CClothingItem","descriptions":[{"source":"alloc8or","format":"text","body":"Used with CClothingItem"}],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":2,"url":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SET_INVENTORY_ITEM_HIDDEN","markdownUrl":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SET_INVENTORY_ITEM_HIDDEN.md","snippets":{"lua":"local guid = InventorySetInventoryItemHidden(inventoryId, hidden)","luaInvoke":"local guid = Citizen.InvokeNative(0x9A113C660AEA3832, inventoryId, Citizen.PointerValueInt(), hidden)","js":"const guid = InventorySetInventoryItemHidden(inventoryId, hidden);","jsInvoke":"const guid = Citizen.invokeNative('0x9A113C660AEA3832', inventoryId, Citizen.pointerValueInt(), hidden);","csharp":"var guid = new OutputArgument();\nFunction.Call((Hash)0x9A113C660AEA3832, inventoryId, guid, hidden);\n// guid.GetResult<int>()","notes":["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."]}}