Skip to content

Commit

Permalink
Update NetworkFadeInEntity.md
Browse files Browse the repository at this point in the history
  • Loading branch information
niekschoemaker authored Nov 1, 2023
1 parent 94e447b commit 9ad6cda
Showing 1 changed file with 4 additions and 2 deletions.
6 changes: 4 additions & 2 deletions NETWORK/NetworkFadeInEntity.md
Original file line number Diff line number Diff line change
Expand Up @@ -5,18 +5,19 @@ ns: NETWORK

```c
// 0x1F4ED342ACEFE62D 0x9B9FCD02
void NETWORK_FADE_IN_ENTITY(Entity entity, BOOL flash, BOOL slow);
void NETWORK_FADE_IN_ENTITY(Entity entity, BOOL flash);
```
Fade the given entity back in, usually used after the entity has been faded out with [NETWORK_FADE_OUT_ENTITY](#_0xDE564951F95E09ED)
When used on a entity which isn't invisible or faded out then the native will still work, it will just instanly make the ped invisible before fading in.
Note that there is another boolean parameter which is missing, when set to true the fade in will be a little bit slower.
## Parameters
* **entity**: The entity to fade in
* **flash**: When set to true the entity will flash rapidly while fading out
* **slow**: When set to true the fadein will be a little bit slower than normal
## Examples
Expand All @@ -28,6 +29,7 @@ end
--- Do something like a teleport, or warp into a vehicle
-- Last parameter here is slow, this parameter is missing in decleration
NetworkFadeInEntity(PlayerPedId(), false, false)
while NetworkIsEntityFading(PlayerPedId()) do
Citizen.Wait(0)
Expand Down

0 comments on commit 9ad6cda

Please sign in to comment.