# NETSHOPPING::_CASHINVENTORY_TRANSACTION_ADD_AWARD

- **Hash:** `0x52BDE32F21BA3B6D`
- **Namespace:** NETSHOPPING
- **Runtime name (Lua/JS):** `CashinventoryTransactionAddAward`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETSHOPPING/_CASHINVENTORY_TRANSACTION_ADD_AWARD

## Signature

```c
BOOL _CASHINVENTORY_TRANSACTION_ADD_AWARD(int id, Hash hash, Any* p2, Any* p3);
```

## Parameters

- `id` (`int`)
- `hash` (`Hash`)
- `p2` (`Any*`)
- `p3` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p2, p3 = CashinventoryTransactionAddAward(id, hash)

-- always available, by hash
local retval, p2, p3 = Citizen.InvokeNative(0x52BDE32F21BA3B6D, id, hash, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p2, p3] = CashinventoryTransactionAddAward(id, hash);

// by hash
const [retval, p2, p3] = Citizen.invokeNative('0x52BDE32F21BA3B6D', id, hash, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p2 = new OutputArgument();
var p3 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x52BDE32F21BA3B6D, id, hash, p2, p3);
// p2.GetResult<int>()
// p3.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` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `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.*
