# SCRIPT::HAS_SCRIPT_WITH_NAME_HASH_LOADED

- **Hash:** `0xA5D8E0C2F3C7EEBC`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `HasScriptWithNameHashLoaded`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/HAS_SCRIPT_WITH_NAME_HASH_LOADED

## Signature

```c
BOOL HAS_SCRIPT_WITH_NAME_HASH_LOADED(Hash scriptHash);
```

## Parameters

- `scriptHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasScriptWithNameHashLoaded(scriptHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA5D8E0C2F3C7EEBC, scriptHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasScriptWithNameHashLoaded(scriptHash);

// by hash
const retval = Citizen.invokeNative('0xA5D8E0C2F3C7EEBC', scriptHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA5D8E0C2F3C7EEBC, scriptHash);
```

- 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.*
