# HUD::_DISABLE_HUD_CONTEXT

- **Hash:** `0x8BC7C1F929D07BF3`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `DisableHudContext`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_DISABLE_HUD_CONTEXT

## Signature

```c
void _DISABLE_HUD_CONTEXT(Hash component);
```

## Parameters

- `component` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Old name: _DISPLAY_HUD_COMPONENT

*Source: VORPCORE RDR3natives*

https://gist.github.com/outsider31000/c640961d17b2e4fb0435a413710e1930 list of presets
Old name: _DISPLAY_HUD_COMPONENT

*Source: femga rdr3_discoveries*

```
// 0x8BC7C1F929D07BF3     (By Disquse)
void _DISPLAY_HUD_COMPONENT(Hash component);
```

## Usage

### Lua

```lua
DisableHudContext(component)

-- always available, by hash
Citizen.InvokeNative(0x8BC7C1F929D07BF3, component)
```

### JavaScript

```js
DisableHudContext(component);

// by hash
Citizen.invokeNative('0x8BC7C1F929D07BF3', component);
```

### C#

```csharp
Function.Call((Hash)0x8BC7C1F929D07BF3, component);
```

- 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.

## Related enums

- [eHudContext](https://natives.borderlinerp.com/enums/eHudContext.md) — 107 values

## See also

- [HUD::_ENABLE_HUD_CONTEXT](https://natives.borderlinerp.com/natives/HUD/_ENABLE_HUD_CONTEXT.md) — Old name: _HIDE_HUD_COMPONENT

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives, femga rdr3_discoveries.*
