# ANIMSCENE::HAS_ENTITY_EXITED_ANIM_SCENE

- **Hash:** `0xB89FCFF19DAFFF28`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `HasEntityExitedAnimScene`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/HAS_ENTITY_EXITED_ANIM_SCENE

## Signature

```c
BOOL HAS_ENTITY_EXITED_ANIM_SCENE(AnimScene animScene, const char* entityName);
```

## Parameters

- `animScene` (`AnimScene`)
- `entityName` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityExitedAnimScene(animScene, entityName)

-- always available, by hash
local retval = Citizen.InvokeNative(0xB89FCFF19DAFFF28, animScene, entityName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityExitedAnimScene(animScene, entityName);

// by hash
const retval = Citizen.invokeNative('0xB89FCFF19DAFFF28', animScene, entityName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xB89FCFF19DAFFF28, animScene, entityName);
```

*Sources: alloc8or RDR3 NativeDB.*
