# HUD::_GET_TEXT_SUBSTRING_2

- **Hash:** `0xD8402B858F4DDD88`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `GetTextSubstring_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_GET_TEXT_SUBSTRING_2

## Signature

```c
const char* _GET_TEXT_SUBSTRING_2(const char* text, int length);
```

## Parameters

- `text` (`const char*`)
- `length` (`int`)

## Returns

`const char*`

## Description

Similar to 0x9D7E12EC6A1EE4E5(GET_TEXT_SUBSTRING) but starts at the beginning of the string
_GET_FILE* - _GET_FRAME*

## Usage

### Lua

```lua
local retval = GetTextSubstring_2(text, length)

-- always available, by hash
local retval = Citizen.InvokeNative(0xD8402B858F4DDD88, text, length, Citizen.ResultAsString())
```

### JavaScript

```js
const retval = GetTextSubstring_2(text, length);

// by hash
const retval = Citizen.invokeNative('0xD8402B858F4DDD88', text, length, Citizen.returnResultAnyway(), Citizen.resultAsString());
```

### C#

```csharp
string retval = Function.Call<string>((Hash)0xD8402B858F4DDD88, text, length);
```

- 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.*
