# DATABINDING::_DATABINDING_ADD_DATA_FLOAT

- **Hash:** `0x5154228273ADB9A6`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddDataFloat`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATABINDING/_DATABINDING_ADD_DATA_FLOAT

## Signature

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

## Parameters

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

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddDataFloat(p0, p1, p2)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5154228273ADB9A6, p0, p1, p2, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddDataFloat(p0, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x5154228273ADB9A6', p0, p1, p2 + 0.0000001, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
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.*
