# ANIMSCENE::_0x61B2AAEF645DDAF0

- **Hash:** `0x61B2AAEF645DDAF0`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0x61b2aaef645ddaf0`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0x61B2AAEF645DDAF0

## Signature

```c
BOOL _0x61B2AAEF645DDAF0(int mgmEventHandle, const char* p1, int seatId, int p3, BOOL p4);
```

## Parameters

- `mgmEventHandle` (`int`)
- `p1` (`const char*`)
- `seatId` (`int`)
- `p3` (`int`)
- `p4` (`BOOL`)

## Returns

`BOOL`

## Description

Only used in tg_p R* Script
Returns true when mgm event success
_PREPARE_* - _REGISTER_*

## Usage

### Lua

```lua
local retval = N_0x61b2aaef645ddaf0(mgmEventHandle, p1, seatId, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x61B2AAEF645DDAF0, mgmEventHandle, p1, seatId, p3, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0x61b2aaef645ddaf0(mgmEventHandle, p1, seatId, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x61B2AAEF645DDAF0', mgmEventHandle, p1, seatId, p3, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x61B2AAEF645DDAF0, mgmEventHandle, p1, seatId, p3, p4);
```

- This native has no known name, so the runtime exposes it only as `N_0x61b2aaef645ddaf0` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
