_INVENTORY_UPDATE_INVENTORY_ITEM
Hash
0xD80A8854DB5CFBA5Runtime name
InventoryUpdateInventoryItemNamespaceINVENTORY
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _INVENTORY_UPDATE_INVENTORY_ITEM(int inventoryId, Any* guid1, Any* guid2, int p3);Parameters
| Name | Type | Description |
|---|---|---|
inventoryId | int | — |
guid1 | Any* | — |
guid2 | Any* | — |
p3 | int | — |
Returns BOOL
Description
Usage
local retval, guid1, guid2 = InventoryUpdateInventoryItem(inventoryId, p3)
-- always works, by hash
local retval, guid1, guid2 = Citizen.InvokeNative(0xD80A8854DB5CFBA5, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p3, Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, guid1, guid2] = InventoryUpdateInventoryItem(inventoryId, p3);
// by hash
const [retval, guid1, guid2] = Citizen.invokeNative('0xD80A8854DB5CFBA5', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), p3, Citizen.returnResultAnyway());var guid1 = new OutputArgument();
var guid2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xD80A8854DB5CFBA5, inventoryId, guid1, guid2, p3);
// guid1.GetResult<int>()
// guid2.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
InvokeNativewith the hash — it always works.
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.