# ENTITY::HAS_ENTITY_ANIM_FINISHED

- **Hash:** `0xAEB40615337EF1E3`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `HasEntityAnimFinished`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/HAS_ENTITY_ANIM_FINISHED

## Signature

```c
BOOL HAS_ENTITY_ANIM_FINISHED(Entity entity, const char* animDict, const char* animName, int p3);
```

## Parameters

- `entity` (`Entity`)
- `animDict` (`const char*`)
- `animName` (`const char*`)
- `p3` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = HasEntityAnimFinished(entity, animDict, animName, p3)

-- always available, by hash
local retval = Citizen.InvokeNative(0xAEB40615337EF1E3, entity, animDict, animName, p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = HasEntityAnimFinished(entity, animDict, animName, p3);

// by hash
const retval = Citizen.invokeNative('0xAEB40615337EF1E3', entity, animDict, animName, p3, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xAEB40615337EF1E3, entity, animDict, animName, p3);
```

*Sources: alloc8or RDR3 NativeDB.*
