# ANIMSCENE::_0xA96619FE85159ED2

- **Hash:** `0xA96619FE85159ED2`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0xa96619fe85159ed2`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0xA96619FE85159ED2

## Signature

```c
BOOL _0xA96619FE85159ED2(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`BOOL`

## Description

Checks if AnimScene is aborted, and an unknown check.
Used in SP R* Scripts only
_WAS_ANIM_SCENE_*

## Usage

### Lua

```lua
local retval = N_0xa96619fe85159ed2(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA96619FE85159ED2, animScene, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xa96619fe85159ed2(animScene);

// by hash
const retval = Citizen.invokeNative('0xA96619FE85159ED2', animScene, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA96619FE85159ED2, animScene);
```

- This native has no known name, so the runtime exposes it only as `N_0xa96619fe85159ed2` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
