# DATABINDING::_DATABINDING_WRITE_DATA_BOOL_FROM_PARENT

- **Hash:** `0xBDFE546E4C2D0E21`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataBoolFromParent`
- **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_WRITE_DATA_BOOL_FROM_PARENT

## Signature

```c
void _DATABINDING_WRITE_DATA_BOOL_FROM_PARENT(Any p0, const char* p1, BOOL p2);
```

## Parameters

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

## Returns

`void`

## Usage

### Lua

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

-- always available, by hash
Citizen.InvokeNative(0xBDFE546E4C2D0E21, p0, p1, p2)
```

### JavaScript

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

// by hash
Citizen.invokeNative('0xBDFE546E4C2D0E21', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xBDFE546E4C2D0E21, p0, p1, p2);
```

- 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.*
