# DATAFILE::DATAARRAY_GET_STRING

- **Hash:** `0xB6790A8FF80F889F`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DataarrayGetString`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_STRING

## Signature

```c
const char* DATAARRAY_GET_STRING(Any* arrayData, int arrayIndex);
```

## Parameters

- `arrayData` (`Any*`)
- `arrayIndex` (`int`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval, arrayData = DataarrayGetString(arrayIndex)

-- always available, by hash
local retval, arrayData = Citizen.InvokeNative(0xB6790A8FF80F889F, Citizen.PointerValueInt(), arrayIndex, Citizen.ResultAsString())
```

### JavaScript

```js
const [retval, arrayData] = DataarrayGetString(arrayIndex);

// by hash
const [retval, arrayData] = Citizen.invokeNative('0xB6790A8FF80F889F', Citizen.pointerValueInt(), arrayIndex, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
var arrayData = new OutputArgument();
string retval = Function.Call<string>((Hash)0xB6790A8FF80F889F, arrayData, arrayIndex);
// arrayData.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

## See also

- [DATAFILE::DATADICT_GET_STRING](https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_STRING.md)

*Sources: alloc8or RDR3 NativeDB.*
