# TASK::_TASK_ITEM_INTERACTION_3

- **Hash:** `0xD61D5E1AD9876DEB`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskItemInteraction_3`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_ITEM_INTERACTION_3

## Signature

```c
void _TASK_ITEM_INTERACTION_3(Ped ped, Hash item, Any* guid, Any p3, Any p4, Any p5, float p6);
```

## Parameters

- `ped` (`Ped`)
- `item` (`Hash`)
- `guid` (`Any*`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`float`)

## Returns

`void`

## Description

Params: p3, p4, p5, p6: 0, 0, 0, -1.0f in R* Scripts

## Usage

### Lua

```lua
local guid = TaskItemInteraction_3(ped, item, p3, p4, p5, p6)

-- always available, by hash
local guid = Citizen.InvokeNative(0xD61D5E1AD9876DEB, ped, item, Citizen.PointerValueInt(), p3, p4, p5, p6)
```

### JavaScript

```js
const guid = TaskItemInteraction_3(ped, item, p3, p4, p5, p6);

// by hash
const guid = Citizen.invokeNative('0xD61D5E1AD9876DEB', ped, item, Citizen.pointerValueInt(), p3, p4, p5, p6 + 0.0000001);
```

### C#

```csharp
var guid = new OutputArgument();
Function.Call((Hash)0xD61D5E1AD9876DEB, ped, item, guid, p3, p4, p5, p6);
// guid.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` ``.
- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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.*
