# ANIMSCENE::COULD_ANIM_SCENE_ENTITY_REACH_EXIT_NEXT_FRAME

- **Hash:** `0x73616E64696C616E`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `CouldAnimSceneEntityReachExitNextFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/COULD_ANIM_SCENE_ENTITY_REACH_EXIT_NEXT_FRAME

## Signature

```c
BOOL COULD_ANIM_SCENE_ENTITY_REACH_EXIT_NEXT_FRAME(AnimScene animScene, const char* entityName, Any p2, Any p3);
```

## Parameters

- `animScene` (`AnimScene`)
- `entityName` (`const char*`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = CouldAnimSceneEntityReachExitNextFrame(animScene, entityName, p2, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0x73616E64696C616E, animScene, entityName, p2, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = CouldAnimSceneEntityReachExitNextFrame(animScene, entityName, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x73616E64696C616E', animScene, entityName, p2, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x73616E64696C616E, animScene, entityName, p2, p3);
```

*Sources: alloc8or RDR3 NativeDB.*
