local fn = _gn(0xABA17D7CE615ADBF)
--- Initializes the text entry for the the text next to a loading prompt. All natives for for building UI texts can be used here
-- BEGIN_TEXT_COMMAND_PRINT
-- e.g
-- void StartLoadingMessage(char *text, int spinnerType = 3)
-- {
-- _SET_LOADING_PROMPT_TEXT_ENTRY("STRING");
-- ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
-- _SHOW_LOADING_PROMPT(spinnerType);
-- }
-- /*OR*/
-- void ShowLoadingMessage(char *text, int spinnerType = 3, int timeMs = 10000)
-- {
-- _SET_LOADING_PROMPT_TEXT_ENTRY("STRING");
-- ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
-- _SHOW_LOADING_PROMPT(spinnerType);
-- WAIT(timeMs);
-- _REMOVE_LOADING_PROMPT();
-- }
-- These are some localized strings used in the loading spinner.
-- "PM_WAIT"                   = Please Wait
-- "CELEB_WPLYRS"              = Waiting For Players.
-- "CELL_SPINNER2"             = Scanning storage.
-- "ERROR_CHECKYACHTNAME" = Registering your yacht's name. Please wait.
-- "ERROR_CHECKPROFANITY"   = Checking your text for profanity. Please wait.
-- "FM_COR_AUTOD"                        = Just spinner no text
-- "FM_IHELP_WAT2"                        = Waiting for other players
-- "FM_JIP_WAITO"                            = Game options are being set
-- "FMMC_DOWNLOAD"                    = Downloading
-- "FMMC_PLYLOAD"                         = Loading
-- "FMMC_STARTTRAN"                    = Launching session
-- "HUD_QUITTING"                           =  Quiting session
-- "KILL_STRIP_IDM"                         = Waiting for to accept
-- "MP_SPINLOADING"                      = Loading
function Global.SetLoadingPromptTextEntry(string)
	return _in2(fn, _ts(string))
end
