# ANIMSCENE::_HAS_ENTITY_ENTERED_ANIM_SCENE

- **Hash:** `0x337F1CC8EE895601`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `HasEntityEnteredAnimScene`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_HAS_ENTITY_ENTERED_ANIM_SCENE

## Signature

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

## Parameters

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

## Returns

`BOOL`

## Description

_HAS_L* (?)

## Usage

### Lua

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

-- always available, by hash
local retval = Citizen.InvokeNative(0x337F1CC8EE895601, animScene, entityName, Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x337F1CC8EE895601', animScene, entityName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x337F1CC8EE895601, animScene, entityName);
```

- 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.*
