# DATABINDING::_0xBFC83DA249BEFCC9

- **Hash:** `0xBFC83DA249BEFCC9`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0xbfc83da249befcc9`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0xBFC83DA249BEFCC9

## Signature

```c
void _0xBFC83DA249BEFCC9(Any p0, Hash p1, Any p2);
```

## Parameters

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

## Returns

`void`

## Description

_DATABINDING_WRITE_DATA_*

## Usage

### Lua

```lua
N_0xbfc83da249befcc9(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xBFC83DA249BEFCC9, p0, p1, p2)
```

### JavaScript

```js
N_0xbfc83da249befcc9(p0, p1, p2);

// by hash
Citizen.invokeNative('0xBFC83DA249BEFCC9', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xBFC83DA249BEFCC9, p0, p1, p2);
```

- 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_0xbfc83da249befcc9` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
