# DATAFILE::DATADICT_SET_INT

- **Hash:** `0x26FDF5E99AA2F3E9`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `DatadictSetInt`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/DATADICT_SET_INT

## Signature

```c
void DATADICT_SET_INT(Any* objectData, const char* key, int value);
```

## Parameters

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

## Returns

`void`

## Usage

### Lua

```lua
local objectData = DatadictSetInt(key, value)

-- always available, by hash
local objectData = Citizen.InvokeNative(0x26FDF5E99AA2F3E9, Citizen.PointerValueInt(), key, value)
```

### JavaScript

```js
const objectData = DatadictSetInt(key, value);

// by hash
const objectData = Citizen.invokeNative('0x26FDF5E99AA2F3E9', Citizen.pointerValueInt(), key, value);
```

### C#

```csharp
var objectData = new OutputArgument();
Function.Call((Hash)0x26FDF5E99AA2F3E9, objectData, key, value);
// 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.

*Sources: alloc8or RDR3 NativeDB.*
