# SCRIPT::_DISPLAY_LOADING_SCREENS

- **Hash:** `0x1E5B70E53DB661E5`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `DisplayLoadingScreens`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_DISPLAY_LOADING_SCREENS

## Signature

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

## Parameters

- `p0` (`Hash`)
- `p1` (`Hash`)
- `p2` (`Hash`)
- `gamemodeName` (`const char*`)
- `title` (`const char*`)
- `subtitle` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
DisplayLoadingScreens(p0, p1, p2, gamemodeName, title, subtitle)

-- always available, by hash
Citizen.InvokeNative(0x1E5B70E53DB661E5, p0, p1, p2, gamemodeName, title, subtitle)
```

### JavaScript

```js
DisplayLoadingScreens(p0, p1, p2, gamemodeName, title, subtitle);

// by hash
Citizen.invokeNative('0x1E5B70E53DB661E5', p0, p1, p2, gamemodeName, title, subtitle);
```

### C#

```csharp
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.*
