# STATS::WEEKLY_COLLECTIBLE_GET_ITEM_IN_SET

- **Hash:** `0xBA61BA6205A3F5A8`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `WeeklyCollectibleGetItemInSet`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/WEEKLY_COLLECTIBLE_GET_ITEM_IN_SET

## Signature

```c
BOOL WEEKLY_COLLECTIBLE_GET_ITEM_IN_SET(Hash chalHash, int setIndex, int itemIndex, Hash* p3, int* p4);
```

## Parameters

- `chalHash` (`Hash`)
- `setIndex` (`int`)
- `itemIndex` (`int`)
- `p3` (`Hash*`)
- `p4` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p3, p4 = WeeklyCollectibleGetItemInSet(chalHash, setIndex, itemIndex)

-- always available, by hash
local retval, p3, p4 = Citizen.InvokeNative(0xBA61BA6205A3F5A8, chalHash, setIndex, itemIndex, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p3, p4] = WeeklyCollectibleGetItemInSet(chalHash, setIndex, itemIndex);

// by hash
const [retval, p3, p4] = Citizen.invokeNative('0xBA61BA6205A3F5A8', chalHash, setIndex, itemIndex, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p3 = new OutputArgument();
var p4 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xBA61BA6205A3F5A8, chalHash, setIndex, itemIndex, p3, p4);
// p3.GetResult<int>()
// p4.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.

*Sources: alloc8or RDR3 NativeDB.*
