# ANIMSCENE::IS_ENTITY_EXITING_ANIM_SCENE_THIS_FRAME

- **Hash:** `0x005E6F28DD7ED58D`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsEntityExitingAnimSceneThisFrame`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/IS_ENTITY_EXITING_ANIM_SCENE_THIS_FRAME

## Signature

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

## Parameters

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

## Returns

`BOOL`

## Usage

### Lua

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

-- always available, by hash
local retval = Citizen.InvokeNative(0x005E6F28DD7ED58D, animScene, entityName, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x005E6F28DD7ED58D', animScene, entityName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x005E6F28DD7ED58D, animScene, entityName);
```

*Sources: alloc8or RDR3 NativeDB.*
