# UNLOCK::_UNLOCK_GET_ITEM_ROLE_UNLOCK_INFO

- **Hash:** `0x7C1C2062CFAD06FE`
- **Namespace:** UNLOCK
- **Runtime name (Lua/JS):** `UnlockGetItemRoleUnlockInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UNLOCK/_UNLOCK_GET_ITEM_ROLE_UNLOCK_INFO

## Signature

```c
void _UNLOCK_GET_ITEM_ROLE_UNLOCK_INFO(Hash unlockHash, Any* outData);
```

## Parameters

- `unlockHash` (`Hash`)
- `outData` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local outData = UnlockGetItemRoleUnlockInfo(unlockHash, outData)

-- always available, by hash
local outData = Citizen.InvokeNative(0x7C1C2062CFAD06FE, unlockHash, Citizen.PointerValueIntInitialized(outData))
```

### JavaScript

```js
const outData = UnlockGetItemRoleUnlockInfo(unlockHash, outData);

// by hash
const outData = Citizen.invokeNative('0x7C1C2062CFAD06FE', unlockHash, Citizen.pointerValueIntInitialized(outData));
```

### C#

```csharp
var outData = new OutputArgument();
Function.Call((Hash)0x7C1C2062CFAD06FE, unlockHash, outData);
// outData.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.
- `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.*
