# VOLUME::_GET_VOLUME_AMOUNT_OF_INDEXED_ITEMS

- **Hash:** `0x2B32B11520626229`
- **Namespace:** VOLUME
- **Runtime name (Lua/JS):** `GetVolumeAmountOfIndexedItems`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VOLUME/_GET_VOLUME_AMOUNT_OF_INDEXED_ITEMS

## Signature

```c
int _GET_VOLUME_AMOUNT_OF_INDEXED_ITEMS(float x, float y, float z, float radius, ItemSet itemSet);
```

## Parameters

- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `itemSet` (`ItemSet`)

## Returns

`int`

## Description

Indexes items (including entyties and peds) in a set volume
Counts up as its the return value of how many items it writes to given itemSet

## Usage

### Lua

```lua
local retval = GetVolumeAmountOfIndexedItems(x, y, z, radius, itemSet)

-- always available, by hash
local retval = Citizen.InvokeNative(0x2B32B11520626229, x, y, z, radius, itemSet, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetVolumeAmountOfIndexedItems(x, y, z, radius, itemSet);

// by hash
const retval = Citizen.invokeNative('0x2B32B11520626229', x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, itemSet, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x2B32B11520626229, x, y, z, radius, itemSet);
```

- 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.
- 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.*
