# ENTITY::_SET_ENTITY_ANIM_SPEED

- **Hash:** `0xEAA885BA3CEA4E4A`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityAnimSpeed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_ANIM_SPEED

## Signature

```c
void _SET_ENTITY_ANIM_SPEED(Entity entity, const char* animDict, const char* animName, float speedMultiplier);
```

## Parameters

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

## Returns

`void`

## Description

*Source: femga rdr3_discoveries*

```
// 0xEAA885BA3CEA4E4A		(By Disquse)
void _SET_ENTITY_ANIM_SPEED(Entity entity, char* animDict, char* animName, float speedMultiplier);
```

## Usage

### Lua

```lua
SetEntityAnimSpeed(entity, animDict, animName, speedMultiplier)

-- always available, by hash
Citizen.InvokeNative(0xEAA885BA3CEA4E4A, entity, animDict, animName, speedMultiplier)
```

### JavaScript

```js
SetEntityAnimSpeed(entity, animDict, animName, speedMultiplier);

// by hash
Citizen.invokeNative('0xEAA885BA3CEA4E4A', entity, animDict, animName, speedMultiplier + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xEAA885BA3CEA4E4A, entity, animDict, animName, speedMultiplier);
```

- 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, femga rdr3_discoveries.*
