# DATABINDING::_DATABINDING_ADD_STRING_ARRAY

- **Hash:** `0x1B23E0627BDBFE85`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingAddStringArray`
- **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_STRING_ARRAY

## Signature

```c
Any _DATABINDING_ADD_STRING_ARRAY(Any p0, const char* p1);
```

## Parameters

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

## Returns

`Any`

## Usage

### Lua

```lua
local retval = DatabindingAddStringArray(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1B23E0627BDBFE85, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = DatabindingAddStringArray(p0, p1);

// by hash
const retval = Citizen.invokeNative('0x1B23E0627BDBFE85', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x1B23E0627BDBFE85, p0, p1);
```

- 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.*
