# ANIMSCENE::_GET_ANIM_SCENE_TIME

- **Hash:** `0x61BE7D6186260002`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `GetAnimSceneTime`
- **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_TIME

## Signature

```c
float _GET_ANIM_SCENE_TIME(AnimScene animScene);
```

## Parameters

- `animScene` (`AnimScene`)

## Returns

`float`

## Usage

### Lua

```lua
local retval = GetAnimSceneTime(animScene)

-- always available, by hash
local retval = Citizen.InvokeNative(0x61BE7D6186260002, animScene, Citizen.ResultAsFloat())
```

### JavaScript

```js
const retval = GetAnimSceneTime(animScene);

// by hash
const retval = Citizen.invokeNative('0x61BE7D6186260002', animScene, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x61BE7D6186260002, animScene);
```

- 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.*
