# ENTITY::FIND_ANIM_EVENT_PHASE

- **Hash:** `0x42718CC559BD7776`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `FindAnimEventPhase`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/FIND_ANIM_EVENT_PHASE

## Signature

```c
BOOL FIND_ANIM_EVENT_PHASE(const char* animDictionary, const char* animName, const char* p2, Any* p3, Any* p4);
```

## Parameters

- `animDictionary` (`const char*`)
- `animName` (`const char*`)
- `p2` (`const char*`)
- `p3` (`Any*`)
- `p4` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p3, p4 = FindAnimEventPhase(animDictionary, animName, p2)

-- always available, by hash
local retval, p3, p4 = Citizen.InvokeNative(0x42718CC559BD7776, animDictionary, animName, p2, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p3, p4] = FindAnimEventPhase(animDictionary, animName, p2);

// by hash
const [retval, p3, p4] = Citizen.invokeNative('0x42718CC559BD7776', animDictionary, animName, p2, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p3 = new OutputArgument();
var p4 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x42718CC559BD7776, animDictionary, animName, p2, p3, p4);
// p3.GetResult<int>()
// p4.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*
