# DECORATOR::DECOR_SET_STRING

- **Hash:** `0x0671C1A3FF7AFDFC`
- **Namespace:** DECORATOR
- **Runtime name (Lua/JS):** `DecorSetString`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/DECORATOR/DECOR_SET_STRING

## Signature

```c
BOOL DECOR_SET_STRING(Entity entity, const char* propertyName, const char* value);
```

## Parameters

- `entity` (`Entity`)
- `propertyName` (`const char*`)
- `value` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DecorSetString(entity, propertyName, value)

-- always available, by hash
local retval = Citizen.InvokeNative(0x0671C1A3FF7AFDFC, entity, propertyName, value, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DecorSetString(entity, propertyName, value);

// by hash
const retval = Citizen.invokeNative('0x0671C1A3FF7AFDFC', entity, propertyName, value, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x0671C1A3FF7AFDFC, entity, propertyName, value);
```

*Sources: alloc8or RDR3 NativeDB.*
