# ANIMSCENE::_0x1C5D33A4293E6DDE

- **Hash:** `0x1C5D33A4293E6DDE`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0x1c5d33a4293e6dde`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0x1C5D33A4293E6DDE

## Signature

```c
BOOL _0x1C5D33A4293E6DDE(AnimScene animScene, const char* phaseName);
```

## Parameters

- `animScene` (`AnimScene`)
- `phaseName` (`const char*`)

## Returns

`BOOL`

## Description

Used in SP R* Scripts only
_IS_ANIM_SCENE_P*

## Usage

### Lua

```lua
local retval = N_0x1c5d33a4293e6dde(animScene, phaseName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1C5D33A4293E6DDE, animScene, phaseName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x1c5d33a4293e6dde(animScene, phaseName);

// by hash
const retval = Citizen.invokeNative('0x1C5D33A4293E6DDE', animScene, phaseName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1C5D33A4293E6DDE, animScene, phaseName);
```

- This native has no known name, so the runtime exposes it only as `N_0x1c5d33a4293e6dde` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
