# ENTITY::_GET_ENTITY_ANIM_CURRENT_TIME

- **Hash:** `0x627520389E288A73`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetEntityAnimCurrentTime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_ANIM_CURRENT_TIME

## Signature

```c
float _GET_ENTITY_ANIM_CURRENT_TIME(Entity entity, const char* animDict, const char* animName);
```

## Parameters

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

## Returns

`float`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns a normalized value between 0.0f and 1.0f. You can get the actual anim time by multiplying this by GET_ANIM_DURATION

*Source: femga rdr3_discoveries*

```
// 0x627520389E288A73    	(By Disquse)
float _GET_ENTITY_ANIM_CURRENT_TIME(Entity entity, char* animDict, char* animName);
```

## Usage

### Lua

```lua
local retval = GetEntityAnimCurrentTime(entity, animDict, animName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x627520389E288A73, entity, animDict, animName, Citizen.ResultAsFloat())
```

### JavaScript

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

// by hash
const retval = Citizen.invokeNative('0x627520389E288A73', entity, animDict, animName, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
```

### C#

```csharp
float retval = Function.Call<float>((Hash)0x627520389E288A73, entity, animDict, animName);
```

- 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.

## See also

- [ENTITY::_SET_ENTITY_ANIM_CURRENT_TIME](https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_ANIM_CURRENT_TIME.md)

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*
