RedM Natives

_DATABINDING_ADD_DATA_FLOAT

Hash0x5154228273ADB9A6
Runtime nameDatabindingAddDataFloat
NamespaceDATABINDING
SideClient
NameCommunity guess
Docs
Since build1207

Signature

Any _DATABINDING_ADD_DATA_FLOAT(Any p0, const char* p1, float p2);

Parameters

NameTypeDescription
p0Any—
p1const char*—
p2float—

Returns Any

Usage

Lua
local retval = DatabindingAddDataFloat(p0, p1, p2)

-- always works, by hash
local retval = Citizen.InvokeNative(0x5154228273ADB9A6, p0, p1, p2, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = DatabindingAddDataFloat(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x5154228273ADB9A6', p0, p1, p2 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x5154228273ADB9A6, p0, p1, p2);
  • Float parameters: Lua integers (10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to non-zero floats for the same reason.
  • The name is a community guess and may change. If the named call is missing in your client build, use InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.