# ITEMDATABASE::_ITEMDATABASE_GET_SHOP_LAYOUT_MENU_PAGE_KEY

- **Hash:** `0x9A60570657A7B635`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetShopLayoutMenuPageKey`
- **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_SHOP_LAYOUT_MENU_PAGE_KEY

## Signature

```c
BOOL _ITEMDATABASE_GET_SHOP_LAYOUT_MENU_PAGE_KEY(Hash layout, Hash menu, int index, Hash* outPageKey);
```

## Parameters

- `layout` (`Hash`)
- `menu` (`Hash`)
- `index` (`int`)
- `outPageKey` (`Hash*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outPageKey = ItemdatabaseGetShopLayoutMenuPageKey(layout, menu, index, outPageKey)

-- always available, by hash
local retval, outPageKey = Citizen.InvokeNative(0x9A60570657A7B635, layout, menu, index, Citizen.PointerValueIntInitialized(outPageKey), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outPageKey] = ItemdatabaseGetShopLayoutMenuPageKey(layout, menu, index, outPageKey);

// by hash
const [retval, outPageKey] = Citizen.invokeNative('0x9A60570657A7B635', layout, menu, index, Citizen.pointerValueIntInitialized(outPageKey), Citizen.returnResultAnyway());
```

### C#

```csharp
var outPageKey = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x9A60570657A7B635, layout, menu, index, outPageKey);
// outPageKey.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.*
