RedM Natives

_INVENTORY_SET_INVENTORY_ITEM_IN_USE

Only works on CClothingItem

Hash0x65A5F70F4A292EBE
Runtime nameInventorySetInventoryItemInUse
NamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _INVENTORY_SET_INVENTORY_ITEM_IN_USE(int inventoryId, Any* guid, BOOL inUse);

Parameters

NameTypeDescription
inventoryIdint—
guidAny*—
inUseBOOL—

Returns void

Description

Only works on CClothingItem

Usage

Lua
local guid = InventorySetInventoryItemInUse(inventoryId, inUse)

-- always works, by hash
local guid = Citizen.InvokeNative(0x65A5F70F4A292EBE, inventoryId, Citizen.PointerValueInt(), inUse)
JavaScript and C#
JavaScript
const guid = InventorySetInventoryItemInUse(inventoryId, inUse);

// by hash
const guid = Citizen.invokeNative('0x65A5F70F4A292EBE', inventoryId, Citizen.pointerValueInt(), inUse);
C#
var guid = new OutputArgument();
Function.Call((Hash)0x65A5F70F4A292EBE, inventoryId, guid, inUse);
// 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.