# DATAFILE::DATADICT_GET_STRING

- **Hash:** `0xE37B38C0B4E95DFA`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatadictGetString`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_GET_STRING

## Signature

```c
const char* DATADICT_GET_STRING(Any* objectData, const char* key);
```

## Parameters

- `objectData` (`Any*`)
- `key` (`const char*`)

## Returns

`const char*`

## Usage

### Lua

```lua
local retval, objectData = DatadictGetString(key)

-- always available, by hash
local retval, objectData = Citizen.InvokeNative(0xE37B38C0B4E95DFA, Citizen.PointerValueInt(), key, Citizen.ResultAsString())
```

### JavaScript

```js
const [retval, objectData] = DatadictGetString(key);

// by hash
const [retval, objectData] = Citizen.invokeNative('0xE37B38C0B4E95DFA', Citizen.pointerValueInt(), key, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
var objectData = new OutputArgument();
string retval = Function.Call<string>((Hash)0xE37B38C0B4E95DFA, objectData, key);
// objectData.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::DATAARRAY_GET_STRING](https://natives.borderlinerp.com/natives/DATAFILE/DATAARRAY_GET_STRING.md)

*Sources: alloc8or RDR3 NativeDB.*
