RedM Natives

_DISPLAY_LOADING_SCREENS

Hash0x1E5B70E53DB661E5
Runtime nameDisplayLoadingScreens
NamespaceSCRIPT
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _DISPLAY_LOADING_SCREENS(Hash p0, Hash p1, Hash p2, const char* gamemodeName, const char* title, const char* subtitle);

Parameters

NameTypeDescription
p0Hash—
p1Hash—
p2Hash—
gamemodeNameconst char*—
titleconst char*—
subtitleconst char*—

Returns void

Usage

Lua
DisplayLoadingScreens(p0, p1, p2, gamemodeName, title, subtitle)

-- always works, by hash
Citizen.InvokeNative(0x1E5B70E53DB661E5, p0, p1, p2, gamemodeName, title, subtitle)
JavaScript and C#
JavaScript
DisplayLoadingScreens(p0, p1, p2, gamemodeName, title, subtitle);

// by hash
Citizen.invokeNative('0x1E5B70E53DB661E5', p0, p1, p2, gamemodeName, title, subtitle);
C#
Function.Call((Hash)0x1E5B70E53DB661E5, p0, p1, p2, gamemodeName, title, subtitle);
  • 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.

Sources

alloc8or RDR3 NativeDB

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