# DATAFILE::_PARSEDDATA_LOAD_FILE_HASH

- **Hash:** `0xD97D8D905F1562F2`
- **Namespace:** DATAFILE
- **Runtime name (Lua/JS):** `ParseddataLoadFileHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DATAFILE/_PARSEDDATA_LOAD_FILE_HASH

## Signature

```c
int _PARSEDDATA_LOAD_FILE_HASH(Hash p0);
```

## Parameters

- `p0` (`Hash`)

## Returns

`int`

## Description

LOAD_PARSEDDATA_FILE_FAILSAFE_HASH
Returns parseddata script fileHandle

## Usage

### Lua

```lua
local retval = ParseddataLoadFileHash(p0)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD97D8D905F1562F2, p0, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ParseddataLoadFileHash(p0);

// by hash
const retval = Citizen.invokeNative('0xD97D8D905F1562F2', p0, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xD97D8D905F1562F2, p0);
```

- 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.*
