# ANIMSCENE::_0xE12D7B4B959644CD

- **Hash:** `0xE12D7B4B959644CD`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `N_0xe12d7b4b959644cd`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/0xE12D7B4B959644CD

## Signature

```c
void _0xE12D7B4B959644CD();
```

## Returns

`void`

## Description

Used in SP R* Scripts only
_SET_B* - _SET_C*

## Usage

### Lua

```lua
N_0xe12d7b4b959644cd()

-- always available, by hash
Citizen.InvokeNative(0xE12D7B4B959644CD)
```

### JavaScript

```js
N_0xe12d7b4b959644cd();

// by hash
Citizen.invokeNative('0xE12D7B4B959644CD');
```

### C#

```csharp
Function.Call((Hash)0xE12D7B4B959644CD);
```

- This native has no known name, so the runtime exposes it only as `N_0xe12d7b4b959644cd` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
