# INVENTORY::_INVENTORY_SET_INVENTORY_ITEM_INSPECTION_ENABLED

- **Hash:** `0x227522FD59DDB7E8`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventorySetInventoryItemInspectionEnabled`
- **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_SET_INVENTORY_ITEM_INSPECTION_ENABLED

## Signature

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

## Parameters

- `inventoryId` (`int`)
- `p1` (`Any*`)
- `enabled` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p1 = InventorySetInventoryItemInspectionEnabled(inventoryId, enabled)

-- always available, by hash
local retval, p1 = Citizen.InvokeNative(0x227522FD59DDB7E8, inventoryId, Citizen.PointerValueInt(), enabled, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1] = InventorySetInventoryItemInspectionEnabled(inventoryId, enabled);

// by hash
const [retval, p1] = Citizen.invokeNative('0x227522FD59DDB7E8', inventoryId, Citizen.pointerValueInt(), enabled, Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
