# DATABINDING::_DATABINDING_WRITE_DATA_SCRIPT_VARIABLES

- **Hash:** `0xAB888B4B91046771`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteDataScriptVariables`
- **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_SCRIPT_VARIABLES

## Signature

```c
void _DATABINDING_WRITE_DATA_SCRIPT_VARIABLES(int p0, int p1, Any ..., ...);
```

## Parameters

- `p0` (`int`)
- `p1` (`int`)
- `...` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
DatabindingWriteDataScriptVariables(p0, p1, ___)

-- always available, by hash
Citizen.InvokeNative(0xAB888B4B91046771, p0, p1, ___)
```

### JavaScript

```js
DatabindingWriteDataScriptVariables(p0, p1, ___);

// by hash
Citizen.invokeNative('0xAB888B4B91046771', p0, p1, ___);
```

### C#

```csharp
Function.Call((Hash)0xAB888B4B91046771, 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.*
