# ANIMSCENE::_IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_ACTIVE

- **Hash:** `0x1F0E401031E20146`
- **Namespace:** ANIMSCENE
- **Runtime name (Lua/JS):** `IsAnimScenePlaybackListPhaseActive`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ANIMSCENE/_IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_ACTIVE

## Signature

```c
BOOL _IS_ANIM_SCENE_PLAYBACK_LIST_PHASE_ACTIVE(AnimScene animScene, const char* phaseName);
```

## Parameters

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

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsAnimScenePlaybackListPhaseActive(animScene, phaseName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x1F0E401031E20146, animScene, phaseName, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAnimScenePlaybackListPhaseActive(animScene, phaseName);

// by hash
const retval = Citizen.invokeNative('0x1F0E401031E20146', animScene, phaseName, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x1F0E401031E20146, animScene, phaseName);
```

- 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.*
