{"hash":"0xF2753D691BCDA314","ns":"INVENTORY","name":"_INVENTORY_SWAP_INVENTORY_ITEM","slug":"_INVENTORY_SWAP_INVENTORY_ITEM","official":false,"named":true,"luaName":"InventorySwapInventoryItem","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"inventoryId","type":"int"},{"name":"guid1","type":"Any*"},{"name":"guid2","type":"Any*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SWAP_INVENTORY_ITEM","markdownUrl":"https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_SWAP_INVENTORY_ITEM.md","snippets":{"lua":"local retval, guid1, guid2 = InventorySwapInventoryItem(inventoryId)","luaInvoke":"local retval, guid1, guid2 = Citizen.InvokeNative(0xF2753D691BCDA314, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())","js":"const [retval, guid1, guid2] = InventorySwapInventoryItem(inventoryId);","jsInvoke":"const [retval, guid1, guid2] = Citizen.invokeNative('0xF2753D691BCDA314', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());","csharp":"var guid1 = new OutputArgument();\nvar guid2 = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0xF2753D691BCDA314, inventoryId, guid1, guid2);\n// guid1.GetResult<int>()\n// guid2.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."]}}