# DATABINDING::_DATABINDING_WRITE_STRING_FROM_HASH

- **Hash:** `0xA3BD6FF95E713EE5`
- **Namespace:** DATABINDING
- **Runtime name (Lua/JS):** `DatabindingWriteStringFromHash`
- **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_STRING_FROM_HASH

## Signature

```c
void _DATABINDING_WRITE_STRING_FROM_HASH(Any p0, Hash p1, const char* p2);
```

## Parameters

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

## Returns

`void`

## Usage

### Lua

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

-- always available, by hash
Citizen.InvokeNative(0xA3BD6FF95E713EE5, p0, p1, p2)
```

### JavaScript

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

// by hash
Citizen.invokeNative('0xA3BD6FF95E713EE5', p0, p1, p2);
```

### C#

```csharp
Function.Call((Hash)0xA3BD6FF95E713EE5, p0, p1, p2);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
