diff --git a/NETWORK/NetworkFadeInEntity.md b/NETWORK/NetworkFadeInEntity.md index 167fbde37..55fd77191 100644 --- a/NETWORK/NetworkFadeInEntity.md +++ b/NETWORK/NetworkFadeInEntity.md @@ -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 @@ -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)