# ANIMSCENE::_0xC1193521E3B9FADD

- **Hash:** `0xC1193521E3B9FADD`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0xc1193521e3b9fadd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0xC1193521E3B9FADD

## Signature

```c
void _0xC1193521E3B9FADD(Entity entity, BOOL p1);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)

## Returns

`void`

## Description

Used in SP R* Scripts only
_RESUME_* - _SET_A*

## Usage

### Lua

```lua
N_0xc1193521e3b9fadd(entity, p1)

-- always available, by hash
Citizen.InvokeNative(0xC1193521E3B9FADD, entity, p1)
```

### JavaScript

```js
N_0xc1193521e3b9fadd(entity, p1);

// by hash
Citizen.invokeNative('0xC1193521E3B9FADD', entity, p1);
```

### C#

```csharp
Function.Call((Hash)0xC1193521E3B9FADD, entity, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xc1193521e3b9fadd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
