# ITEMDATABASE::_ITEMDATABASE_FILLOUT_SELL_PRICE

- **Hash:** `0x7A62A2EEDE1C3766`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutSellPrice`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_SELL_PRICE

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_SELL_PRICE(Hash key, Hash sellType, Any* outData);
```

## Parameters

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

## Returns

`BOOL`

## Description

Params: sellType = SELL_SHOP_DEFAULT

## Usage

### Lua

```lua
local retval, outData = ItemdatabaseFilloutSellPrice(key, sellType, outData)

-- always available, by hash
local retval, outData = Citizen.InvokeNative(0x7A62A2EEDE1C3766, key, sellType, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData] = ItemdatabaseFilloutSellPrice(key, sellType, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x7A62A2EEDE1C3766', key, sellType, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x7A62A2EEDE1C3766, key, sellType, 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.
- 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.*
