# ANIMSCENE::_DOES_ENTITY_WITH_ID_EXIST_IN_ANIM_SCENE

- **Hash:** `0x6F1F0B17109309DA`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `DoesEntityWithIdExistInAnimScene`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_DOES_ENTITY_WITH_ID_EXIST_IN_ANIM_SCENE

## Signature

```c
BOOL _DOES_ENTITY_WITH_ID_EXIST_IN_ANIM_SCENE(AnimScene animScene, const char* entityId);
```

## Parameters

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

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = DoesEntityWithIdExistInAnimScene(animScene, entityId)

-- always available, by hash
local retval = Citizen.InvokeNative(0x6F1F0B17109309DA, animScene, entityId, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = DoesEntityWithIdExistInAnimScene(animScene, entityId);

// by hash
const retval = Citizen.invokeNative('0x6F1F0B17109309DA', animScene, entityId, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x6F1F0B17109309DA, animScene, entityId);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
