{"hash":"0x227522FD59DDB7E8","ns":"INVENTORY","name":"_INVENTORY_SET_INVENTORY_ITEM_INSPECTION_ENABLED","slug":"_INVENTORY_SET_INVENTORY_ITEM_INSPECTION_ENABLED","official":false,"named":true,"luaName":"InventorySetInventoryItemInspectionEnabled","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"inventoryId","type":"int"},{"name":"p1","type":"Any*"},{"name":"enabled","type":"BOOL"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SET_INVENTORY_ITEM_INSPECTION_ENABLED","markdownUrl":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SET_INVENTORY_ITEM_INSPECTION_ENABLED.md","snippets":{"lua":"local retval, p1 = InventorySetInventoryItemInspectionEnabled(inventoryId, enabled)","luaInvoke":"local retval, p1 = Citizen.InvokeNative(0x227522FD59DDB7E8, inventoryId, Citizen.PointerValueInt(), enabled, Citizen.ReturnResultAnyway())","js":"const [retval, p1] = InventorySetInventoryItemInspectionEnabled(inventoryId, enabled);","jsInvoke":"const [retval, p1] = Citizen.invokeNative('0x227522FD59DDB7E8', inventoryId, Citizen.pointerValueInt(), enabled, Citizen.returnResultAnyway());","csharp":"var p1 = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0x227522FD59DDB7E8, inventoryId, p1, enabled);\n// p1.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."]}}