# INVENTORY::_INVENTORY_UPDATE_INVENTORY_ITEM

- **Hash:** `0xD80A8854DB5CFBA5`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryUpdateInventoryItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_UPDATE_INVENTORY_ITEM

## Signature

```c
BOOL _INVENTORY_UPDATE_INVENTORY_ITEM(int inventoryId, Any* guid1, Any* guid2, int p3);
```

## Parameters

- `inventoryId` (`int`)
- `guid1` (`Any*`)
- `guid2` (`Any*`)
- `p3` (`int`)

## Returns

`BOOL`

## Description

Getter: _INVENTORY_GET_FULL_INVENTORY_ITEM_DATA

## Usage

### Lua

```lua
local retval, guid1, guid2 = InventoryUpdateInventoryItem(inventoryId, p3)

-- always available, by hash
local retval, guid1, guid2 = Citizen.InvokeNative(0xD80A8854DB5CFBA5, inventoryId, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, guid1, guid2] = InventoryUpdateInventoryItem(inventoryId, p3);

// by hash
const [retval, guid1, guid2] = Citizen.invokeNative('0xD80A8854DB5CFBA5', inventoryId, Citizen.pointerValueInt(), Citizen.pointerValueInt(), p3, Citizen.returnResultAnyway());
```

### C#

```csharp
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 `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
