# ITEMDATABASE::_ITEMDATABASE_GET_HAS_SLOT_INFO

- **Hash:** `0x8A9BD0DB7E8376CF`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetHasSlotInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_HAS_SLOT_INFO

## Signature

```c
BOOL _ITEMDATABASE_GET_HAS_SLOT_INFO(Hash category, int index, Hash* outSlotId);
```

## Parameters

- `category` (`Hash`)
- `index` (`int`)
- `outSlotId` (`Hash*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outSlotId = ItemdatabaseGetHasSlotInfo(category, index, outSlotId)

-- always available, by hash
local retval, outSlotId = Citizen.InvokeNative(0x8A9BD0DB7E8376CF, category, index, Citizen.PointerValueIntInitialized(outSlotId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outSlotId] = ItemdatabaseGetHasSlotInfo(category, index, outSlotId);

// by hash
const [retval, outSlotId] = Citizen.invokeNative('0x8A9BD0DB7E8376CF', category, index, Citizen.pointerValueIntInitialized(outSlotId), Citizen.returnResultAnyway());
```

### C#

```csharp
var outSlotId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8A9BD0DB7E8376CF, category, index, outSlotId);
// outSlotId.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.
- 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.*
