RedM Natives

_INVENTORY_SET_INVENTORY_ITEM_HIDDEN_2

Used with CSatchelItem, R* Script usage: fisihing_core

Hash0xD740F11FBC8AEF43
Runtime nameInventorySetInventoryItemHidden_2
NamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _INVENTORY_SET_INVENTORY_ITEM_HIDDEN_2(int inventoryId, Any* guid, BOOL hidden);

Parameters

NameTypeDescription
inventoryIdint—
guidAny*—
hiddenBOOL—

Returns void

Description

Used with CSatchelItem, R* Script usage: fisihing_core

Usage

Lua
local guid = InventorySetInventoryItemHidden_2(inventoryId, hidden)

-- always works, by hash
local guid = Citizen.InvokeNative(0xD740F11FBC8AEF43, inventoryId, Citizen.PointerValueInt(), hidden)
JavaScript and C#
JavaScript
const guid = InventorySetInventoryItemHidden_2(inventoryId, hidden);

// by hash
const guid = Citizen.invokeNative('0xD740F11FBC8AEF43', inventoryId, Citizen.pointerValueInt(), hidden);
C#
var guid = new OutputArgument();
Function.Call((Hash)0xD740F11FBC8AEF43, inventoryId, guid, hidden);
// guid.GetResult<int>()
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.