# HUD::GET_STRING_FROM_HASH_KEY

- **Hash:** `0xBD5DD5EAE2B6CE14`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetStringFromHashKey`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/GET_STRING_FROM_HASH_KEY

## Signature

```c
const char* GET_STRING_FROM_HASH_KEY(Hash labelHash);
```

## Parameters

- `labelHash` (`Hash`)

## Returns

`const char*`

## Description

Returns the label text given the hash.

Old name: _GET_LABEL_TEXT_BY_HASH

## Usage

### Lua

```lua
local retval = GetStringFromHashKey(labelHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBD5DD5EAE2B6CE14, labelHash, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetStringFromHashKey(labelHash);

// by hash
const retval = Citizen.invokeNative('0xBD5DD5EAE2B6CE14', labelHash, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xBD5DD5EAE2B6CE14, labelHash);
```

- 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` ``.

*Sources: alloc8or RDR3 NativeDB.*
