# DATABINDING::_0x422179C7F6AD9304

- **Hash:** `0x422179C7F6AD9304`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0x422179c7f6ad9304`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0x422179C7F6AD9304

## Signature

```c
void _0x422179C7F6AD9304(Any p0, Any* gamerHandle);
```

## Parameters

- `p0` (`Any`)
- `gamerHandle` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local gamerHandle = N_0x422179c7f6ad9304(p0, gamerHandle)

-- always available, by hash
local gamerHandle = Citizen.InvokeNative(0x422179C7F6AD9304, p0, Citizen.PointerValueIntInitialized(gamerHandle))
```

### JavaScript

```js
const gamerHandle = N_0x422179c7f6ad9304(p0, gamerHandle);

// by hash
const gamerHandle = Citizen.invokeNative('0x422179C7F6AD9304', p0, Citizen.pointerValueIntInitialized(gamerHandle));
```

### C#

```csharp
var gamerHandle = new OutputArgument();
Function.Call((Hash)0x422179C7F6AD9304, p0, gamerHandle);
// gamerHandle.GetResult<int>()
```

- 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.
- This native has no known name, so the runtime exposes it only as `N_0x422179c7f6ad9304` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
