RedM Natives

_INVENTORY_SET_INVENTORY_ITEM_INSPECTION_ENABLED

Hash0x227522FD59DDB7E8
Runtime nameInventorySetInventoryItemInspectionEnabled
NamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _INVENTORY_SET_INVENTORY_ITEM_INSPECTION_ENABLED(int inventoryId, Any* p1, BOOL enabled);

Parameters

NameTypeDescription
inventoryIdint—
p1Any*—
enabledBOOL—

Returns BOOL

Usage

Lua
local retval, p1 = InventorySetInventoryItemInspectionEnabled(inventoryId, enabled)

-- always works, by hash
local retval, p1 = Citizen.InvokeNative(0x227522FD59DDB7E8, inventoryId, Citizen.PointerValueInt(), enabled, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, p1] = InventorySetInventoryItemInspectionEnabled(inventoryId, enabled);

// by hash
const [retval, p1] = Citizen.invokeNative('0x227522FD59DDB7E8', inventoryId, Citizen.pointerValueInt(), enabled, Citizen.returnResultAnyway());
C#
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x227522FD59DDB7E8, inventoryId, p1, enabled);
// p1.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.