# DATABINDING::_0x1919D59E60FD516E

- **Hash:** `0x1919D59E60FD516E`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0x1919d59e60fd516e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0x1919D59E60FD516E

## Signature

```c
void _0x1919D59E60FD516E(Any p0, int p1, int p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x1919d59e60fd516e(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x1919D59E60FD516E, p0, p1, p2)
```

### JavaScript

```js
N_0x1919d59e60fd516e(p0, p1, p2);

// by hash
Citizen.invokeNative('0x1919D59E60FD516E', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0x1919D59E60FD516E, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0x1919d59e60fd516e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
