# ENTITY::HAS_ANIM_EVENT_FIRED

- **Hash:** `0x5851CC48405F4A07`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasAnimEventFired`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_ANIM_EVENT_FIRED

## Signature

```c
BOOL HAS_ANIM_EVENT_FIRED(Entity entity, Hash actionHash);
```

## Parameters

- `entity` (`Entity`)
- `actionHash` (`Hash`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasAnimEventFired(entity, actionHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5851CC48405F4A07, entity, actionHash, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasAnimEventFired(entity, actionHash);

// by hash
const retval = Citizen.invokeNative('0x5851CC48405F4A07', entity, actionHash, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x5851CC48405F4A07, entity, actionHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*
