# DATABINDING::_0x3BF0767CF33FCC88

- **Hash:** `0x3BF0767CF33FCC88`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0x3bf0767cf33fcc88`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0x3BF0767CF33FCC88

## Signature

```c
void _0x3BF0767CF33FCC88(Hash entryId);
```

## Parameters

- `entryId` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
N_0x3bf0767cf33fcc88(entryId)

-- always available, by hash
Citizen.InvokeNative(0x3BF0767CF33FCC88, entryId)
```

### JavaScript

```js
N_0x3bf0767cf33fcc88(entryId);

// by hash
Citizen.invokeNative('0x3BF0767CF33FCC88', entryId);
```

### C#

```csharp
Function.Call((Hash)0x3BF0767CF33FCC88, entryId);
```

- 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` ``.
- This native has no known name, so the runtime exposes it only as `N_0x3bf0767cf33fcc88` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
