_DOES_ANIM_SCENE_OWNERSHIP_OF_ENTITY_EXIST
Hash
0x9D1ECA9337BE9FC3Runtime name
DoesAnimSceneOwnershipOfEntityExistNamespaceANIMSCENE
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _DOES_ANIM_SCENE_OWNERSHIP_OF_ENTITY_EXIST(AnimScene animScene, const char* entityName);Parameters
| Name | Type | Description |
|---|---|---|
animScene | AnimScene | — |
entityName | const char* | — |
Returns BOOL
Usage
local retval = DoesAnimSceneOwnershipOfEntityExist(animScene, entityName)
-- always works, by hash
local retval = Citizen.InvokeNative(0x9D1ECA9337BE9FC3, animScene, entityName, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = DoesAnimSceneOwnershipOfEntityExist(animScene, entityName);
// by hash
const retval = Citizen.invokeNative('0x9D1ECA9337BE9FC3', animScene, entityName, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0x9D1ECA9337BE9FC3, animScene, entityName);- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
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