# ENTITY::_SET_ENTITY_ANIM_AGE

- **Hash:** `0xC0EDEF16D90661EE`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityAnimAge`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_ENTITY_FLAME_INTENSITY`
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_ANIM_AGE

## Signature

```c
void _SET_ENTITY_ANIM_AGE(Entity entity, float alpha);
```

## Parameters

- `entity` (`Entity`)
- `alpha` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets an entity animation age/alpha value.
Observed in scripts with torch weapon entities. alpha controls the animation age where 0.0 is the start and 1.0 is the end.

*Source: VORPCORE RDR3natives*

Sets the intensity of the flames for a torch

## Usage

### Lua

```lua
SetEntityAnimAge(entity, alpha)

-- always available, by hash
Citizen.InvokeNative(0xC0EDEF16D90661EE, entity, alpha)
```

### JavaScript

```js
SetEntityAnimAge(entity, alpha);

// by hash
Citizen.invokeNative('0xC0EDEF16D90661EE', entity, alpha + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC0EDEF16D90661EE, entity, alpha);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
