# ANIMSCENE::_0x4B85B3CF91972222

- **Hash:** `0x4B85B3CF91972222`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0x4b85b3cf91972222`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0x4B85B3CF91972222

## Signature

```c
BOOL _0x4B85B3CF91972222(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Description

Used in Script Function CUTSCENE_MANAGE_SKIP
_CHECK_* (?)

## Usage

### Lua

```lua
local retval = N_0x4b85b3cf91972222(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x4B85B3CF91972222, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x4b85b3cf91972222(animScene);

// by hash
const retval = Citizen.invokeNative('0x4B85B3CF91972222', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x4B85B3CF91972222, animScene);
```

- This native has no known name, so the runtime exposes it only as `N_0x4b85b3cf91972222` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
