# GRAPHICS::_ANIMPOSTFX_GET_STACKHASH

- **Hash:** `0x842CCC9491FFCD9B`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `AnimpostfxGetStackhash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_ANIMPOSTFX_GET_STACKHASH

## Signature

```c
Hash _ANIMPOSTFX_GET_STACKHASH(const char* effectName);
```

## Parameters

- `effectName` (`const char*`)

## Returns

`Hash`

## Description

Known effects: MP_Trans_SceneToPhoto
MP_Trans_WinLose
SpectateFilter
MP_CharacterCreatorPhoto
MP_Trans_PhotoToScene
InterrogationHit

## Usage

### Lua

```lua
local retval = AnimpostfxGetStackhash(effectName)

-- always available, by hash
local retval = Citizen.InvokeNative(0x842CCC9491FFCD9B, effectName, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = AnimpostfxGetStackhash(effectName);

// by hash
const retval = Citizen.invokeNative('0x842CCC9491FFCD9B', effectName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x842CCC9491FFCD9B, effectName);
```

- 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.*
