# CLOCK::_ADD_TIME_TO_DATE_TIME

- **Hash:** `0x28EEACE9B43D9597`
- **Namespace:** CLOCK
- **Runtime name (Lua/JS):** `AddTimeToDateTime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CLOCK/_ADD_TIME_TO_DATE_TIME

## Signature

```c
void _ADD_TIME_TO_DATE_TIME(Any* inDateTime, Any* timeToAdd, Any* outDateTime);
```

## Parameters

- `inDateTime` (`Any*`)
- `timeToAdd` (`Any*`)
- `outDateTime` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local inDateTime, timeToAdd, outDateTime = AddTimeToDateTime()

-- always available, by hash
local inDateTime, timeToAdd, outDateTime = Citizen.InvokeNative(0x28EEACE9B43D9597, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
```

### JavaScript

```js
const [inDateTime, timeToAdd, outDateTime] = AddTimeToDateTime();

// by hash
const [inDateTime, timeToAdd, outDateTime] = Citizen.invokeNative('0x28EEACE9B43D9597', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt());
```

### C#

```csharp
var inDateTime = new OutputArgument();
var timeToAdd = new OutputArgument();
var outDateTime = new OutputArgument();
Function.Call((Hash)0x28EEACE9B43D9597, inDateTime, timeToAdd, outDateTime);
// inDateTime.GetResult<int>()
// timeToAdd.GetResult<int>()
// outDateTime.GetResult<int>()
```

- 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.*
