# INVENTORY::_INVENTORY_USE_SATCHEL_ITEM

- **Hash:** `0x46743BBFEDBC859E`
- **Namespace:** INVENTORY
- **Runtime name (Lua/JS):** `InventoryUseSatchelItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/INVENTORY/_INVENTORY_USE_SATCHEL_ITEM

## Signature

```c
void _INVENTORY_USE_SATCHEL_ITEM(int inventoryId, Hash eInventoryItem, BOOL p2);
```

## Parameters

- `inventoryId` (`int`)
- `eInventoryItem` (`Hash`)
- `p2` (`BOOL`)

## Returns

`void`

## Description

eInventoryItem: CLOTHING_FANCY_SUIT, CLOTHING_GUNSLINGER_OUTFIT, etc.
Only used in R* SP Scripts

## Usage

### Lua

```lua
InventoryUseSatchelItem(inventoryId, eInventoryItem, p2)

-- always available, by hash
Citizen.InvokeNative(0x46743BBFEDBC859E, inventoryId, eInventoryItem, p2)
```

### JavaScript

```js
InventoryUseSatchelItem(inventoryId, eInventoryItem, p2);

// by hash
Citizen.invokeNative('0x46743BBFEDBC859E', inventoryId, eInventoryItem, p2);
```

### C#

```csharp
Function.Call((Hash)0x46743BBFEDBC859E, inventoryId, eInventoryItem, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
