# ANIMSCENE::GET_ANIM_SCENE_ENTITY_LOCATION_DATA

- **Hash:** `0x8398438D8F14F56D`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneEntityLocationData`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/GET_ANIM_SCENE_ENTITY_LOCATION_DATA

## Signature

```c
BOOL GET_ANIM_SCENE_ENTITY_LOCATION_DATA(AnimScene animScene, const char* entityName, Vector3* matrix, BOOL p3, const char* playbackListName, int p5);
```

## Parameters

- `animScene` (`AnimScene`)
- `entityName` (`const char*`)
- `matrix` (`Vector3*`)
- `p3` (`BOOL`)
- `playbackListName` (`const char*`)
- `p5` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, matrix = GetAnimSceneEntityLocationData(animScene, entityName, p3, playbackListName, p5)

-- always available, by hash
local retval, matrix = Citizen.InvokeNative(0x8398438D8F14F56D, animScene, entityName, Citizen.PointerValueVector(), p3, playbackListName, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, matrix] = GetAnimSceneEntityLocationData(animScene, entityName, p3, playbackListName, p5);

// by hash
const [retval, matrix] = Citizen.invokeNative('0x8398438D8F14F56D', animScene, entityName, Citizen.pointerValueVector(), p3, playbackListName, p5, Citizen.returnResultAnyway());
```

### C#

```csharp
var matrix = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8398438D8F14F56D, animScene, entityName, matrix, p3, playbackListName, p5);
// matrix.GetResult<Vector3>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*
