# CAMERA::RENDER_SCRIPT_CAMS

- **Hash:** `0x33281167E4942E4F`
- **Namespace:** CAMERA
- **Runtime name (Lua/JS):** `RenderScriptCams`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/CAMERA/RENDER_SCRIPT_CAMS

## Signature

```c
void RENDER_SCRIPT_CAMS(BOOL render, BOOL ease, int easeTime, BOOL p3, BOOL p4, int renderingFlags);
```

## Parameters

- `render` (`BOOL`)
- `ease` (`BOOL`)
- `easeTime` (`int`)
- `p3` (`BOOL`)
- `p4` (`BOOL`)
- `renderingFlags` (`int`)

## Returns

`void`

## Description

ease - smooth transition between the camera's positions
easeTime - Time in milliseconds for the transition to happen

If you have created a script (rendering) camera, and want to go back to the 
character (gameplay) camera, call this native with render set to FALSE.
Setting ease to TRUE will smooth the transition.

## Usage

### Lua

```lua
RenderScriptCams(render, ease, easeTime, p3, p4, renderingFlags)

-- always available, by hash
Citizen.InvokeNative(0x33281167E4942E4F, render, ease, easeTime, p3, p4, renderingFlags)
```

### JavaScript

```js
RenderScriptCams(render, ease, easeTime, p3, p4, renderingFlags);

// by hash
Citizen.invokeNative('0x33281167E4942E4F', render, ease, easeTime, p3, p4, renderingFlags);
```

### C#

```csharp
Function.Call((Hash)0x33281167E4942E4F, render, ease, easeTime, p3, p4, renderingFlags);
```

*Sources: alloc8or RDR3 NativeDB.*
