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	<title>API:LoadingScreenGetCurrentData - Revision history</title>
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	<updated>2026-10-17T11:08:23Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=API:LoadingScreenGetCurrentData&amp;diff=30567&amp;oldid=prev</id>
		<title>Maintenance script: UI Lua API import (WAR 1.4.8)</title>
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		<updated>2026-10-16T19:46:39Z</updated>

		<summary type="html">&lt;p&gt;UI Lua API import (WAR 1.4.8)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{LuaApi|group=Pregame}}&lt;br /&gt;
Returns information about the current loading screen: the zone or scenario being loaded and the texts to show.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
loadingData = LoadingScreenGetCurrentData()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Arguments ==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Returns ==&lt;br /&gt;
;loadingData : &amp;lt;code&amp;gt;table&amp;lt;/code&amp;gt; – A table with these fields:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;screenDefId&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || Loading screen definition. 0 when the client has no definition for the load. The stock UI only uses its zone or scenario screens when this is not 0.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;zoneId&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || Zone being loaded. The stock UI passes it to &amp;lt;code&amp;gt;GetZoneName&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;scenarioId&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || Scenario being loaded, 0 for none. The stock UI passes it to &amp;lt;code&amp;gt;GetScenarioName&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;realmId&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || – (0 when there is no screen definition)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;raceId&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || 0 when there is no screen definition. The stock UI uses it to pick a racial divider image.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;zoneText&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;wstring&amp;lt;/code&amp;gt; || Zone description text from the client&amp;#039;s loading screen strings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tipText&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;wstring&amp;lt;/code&amp;gt; || Tip text from the client&amp;#039;s loading screen strings.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
* The values are the client&amp;#039;s current loading screen state. A new table is built on every call.&lt;br /&gt;
* If the loading screen string collections are not loaded, &amp;lt;code&amp;gt;zoneText&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tipText&amp;lt;/code&amp;gt; are empty.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
From &amp;lt;code&amp;gt;ea_loadingscreen/source/loadingscreen.lua&amp;lt;/code&amp;gt;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
local loadingData = LoadingScreenGetCurrentData()&lt;br /&gt;
-- ...&lt;br /&gt;
elseif( loadingData.scenarioId ~= 0 and (loadingData.screenDefId ~= 0) )&lt;br /&gt;
then&lt;br /&gt;
    EA_Window_LoadingScreen.activeMode = EA_Window_LoadingScreen.MODE_SCENARIO_ENTER&lt;br /&gt;
&lt;br /&gt;
-- Otherwise use the standard zone screen if we have data&lt;br /&gt;
elseif( (loadingData.zoneId ~= 0) and (loadingData.screenDefId ~= 0) )&lt;br /&gt;
then&lt;br /&gt;
   EA_Window_LoadingScreen.activeMode = EA_Window_LoadingScreen.MODE_STANDARD_ZONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From &amp;lt;code&amp;gt;ea_loadingscreen/source/standardloadingscreen.lua&amp;lt;/code&amp;gt;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
LabelSetText( textContainerName..&amp;quot;ZoneDescText&amp;quot;, loadingData.zoneText )&lt;br /&gt;
LabelSetText( textContainerName..&amp;quot;TipText&amp;quot;, loadingData.tipText )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[API:LoadingScreenGetPatchNotesData|LoadingScreenGetPatchNotesData]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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