# TASK::PLAY_ENTITY_SCRIPTED_ANIM

- **Hash:** `0x77A1EEC547E7FCF1`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `PlayEntityScriptedAnim`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/PLAY_ENTITY_SCRIPTED_ANIM

## Signature

```c
void PLAY_ENTITY_SCRIPTED_ANIM(Entity entity, Any* args);
```

## Parameters

- `entity` (`Entity`)
- `args` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local args = PlayEntityScriptedAnim(entity, args)

-- always available, by hash
local args = Citizen.InvokeNative(0x77A1EEC547E7FCF1, entity, Citizen.PointerValueIntInitialized(args))
```

### JavaScript

```js
const args = PlayEntityScriptedAnim(entity, args);

// by hash
const args = Citizen.invokeNative('0x77A1EEC547E7FCF1', entity, Citizen.pointerValueIntInitialized(args));
```

### C#

```csharp
var args = new OutputArgument();
Function.Call((Hash)0x77A1EEC547E7FCF1, entity, args);
// args.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*
