# DATABINDING::_DATABINDING_WRITE_DATA_POSSE_ID

- **Hash:** `0xC70041408E16BE2E`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataPosseId`
- **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_POSSE_ID

## Signature

```c
void _DATABINDING_WRITE_DATA_POSSE_ID(Any p0, const char* p1, Any posseId);
```

## Parameters

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

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataPosseId(p0, p1, posseId)

-- always available, by hash
Citizen.InvokeNative(0xC70041408E16BE2E, p0, p1, posseId)
```

### JavaScript

```js
DatabindingWriteDataPosseId(p0, p1, posseId);

// by hash
Citizen.invokeNative('0xC70041408E16BE2E', p0, p1, posseId);
```

### C#

```csharp
Function.Call((Hash)0xC70041408E16BE2E, p0, p1, posseId);
```

- 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.*
