# DATABINDING::_0xC900CEC8A172375B

- **Hash:** `0xC900CEC8A172375B`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `N_0xc900cec8a172375b`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/0xC900CEC8A172375B

## Signature

```c
void _0xC900CEC8A172375B(Any p0, const char* p1, int p2);
```

## Parameters

- `p0` (`Any`)
- `p1` (`const char*`)
- `p2` (`int`)

## Returns

`void`

## Usage

### Lua

```lua
N_0xc900cec8a172375b(p0, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0xC900CEC8A172375B, p0, p1, p2)
```

### JavaScript

```js
N_0xc900cec8a172375b(p0, p1, p2);

// by hash
Citizen.invokeNative('0xC900CEC8A172375B', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xC900CEC8A172375B, p0, p1, p2);
```

- This native has no known name, so the runtime exposes it only as `N_0xc900cec8a172375b` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
