# MISC::_GET_ITEM_TYPE

- **Hash:** `0xDC8D2FF478DF9553`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `GetItemType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_GET_ITEM_TYPE

## Signature

```c
int _GET_ITEM_TYPE(ScrHandle handle);
```

## Parameters

- `handle` (`ScrHandle`)

## Returns

`int`

## Description

0 = invalid
1 = CEntity
2 = rage::volBase
3 = rage::volSphere
4 = rage::volBox
5 = rage::volAggregate
6 = rage::volCylinder
7 = CScriptedCoverPoint
8 = rage::ptfxScriptInfo
9 = CPed
10 = CVehicle
11 = CObject
12 = CItemSet
13 = CPersistentCharacter

## Usage

### Lua

```lua
local retval = GetItemType(handle)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDC8D2FF478DF9553, handle, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetItemType(handle);

// by hash
const retval = Citizen.invokeNative('0xDC8D2FF478DF9553', handle, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xDC8D2FF478DF9553, handle);
```

- 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.*
