# ANIMSCENE::_GET_ANIM_SCENE_PED

- **Hash:** `0xE5822422197BBBA3`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimScenePed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_GET_ANIM_SCENE_PED

## Signature

```c
Ped _GET_ANIM_SCENE_PED(AnimScene animScene, const char* name, BOOL isNetwork);
```

## Parameters

- `animScene` (`AnimScene`)
- `name` (`const char*`)
- `isNetwork` (`BOOL`)

## Returns

`Ped`

## Usage

### Lua

```lua
local retval = GetAnimScenePed(animScene, name, isNetwork)

-- always available, by hash
local retval = Citizen.InvokeNative(0xE5822422197BBBA3, animScene, name, isNetwork, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetAnimScenePed(animScene, name, isNetwork);

// by hash
const retval = Citizen.invokeNative('0xE5822422197BBBA3', animScene, name, isNetwork, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xE5822422197BBBA3, animScene, name, isNetwork);
```

- 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.*
