{"hash":"0x65A5F70F4A292EBE","ns":"INVENTORY","name":"_INVENTORY_SET_INVENTORY_ITEM_IN_USE","slug":"_INVENTORY_SET_INVENTORY_ITEM_IN_USE","official":false,"named":true,"luaName":"InventorySetInventoryItemInUse","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"inventoryId","type":"int"},{"name":"guid","type":"Any*"},{"name":"inUse","type":"BOOL"}],"summary":"Only works on CClothingItem","descriptions":[{"source":"alloc8or","format":"text","body":"Only works on CClothingItem"}],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":2,"url":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SET_INVENTORY_ITEM_IN_USE","markdownUrl":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SET_INVENTORY_ITEM_IN_USE.md","snippets":{"lua":"local guid = InventorySetInventoryItemInUse(inventoryId, inUse)","luaInvoke":"local guid = Citizen.InvokeNative(0x65A5F70F4A292EBE, inventoryId, Citizen.PointerValueInt(), inUse)","js":"const guid = InventorySetInventoryItemInUse(inventoryId, inUse);","jsInvoke":"const guid = Citizen.invokeNative('0x65A5F70F4A292EBE', inventoryId, Citizen.pointerValueInt(), inUse);","csharp":"var guid = new OutputArgument();\nFunction.Call((Hash)0x65A5F70F4A292EBE, inventoryId, guid, inUse);\n// guid.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."]}}