# ITEMDATABASE::_0x17721003A66C72BF

- **Hash:** `0x17721003A66C72BF`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `N_0x17721003a66c72bf`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/0x17721003A66C72BF

## Signature

```c
BOOL _0x17721003A66C72BF(Hash shopType, Hash key, Any* outData);
```

## Parameters

- `shopType` (`Hash`)
- `key` (`Hash`)
- `outData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData = N_0x17721003a66c72bf(shopType, key, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x17721003A66C72BF, shopType, key, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = N_0x17721003a66c72bf(shopType, key, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x17721003A66C72BF', shopType, key, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x17721003A66C72BF, shopType, key, outData);
// outData.GetResult<int>()
```

- 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 last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- This native has no known name, so the runtime exposes it only as `N_0x17721003a66c72bf` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
