diff --git a/NETWORK/NetworkFadeInEntity.md b/NETWORK/NetworkFadeInEntity.md index 9393b7acb..79e775a5b 100644 --- a/NETWORK/NetworkFadeInEntity.md +++ b/NETWORK/NetworkFadeInEntity.md @@ -5,20 +5,37 @@ ns: NETWORK ```c // 0x1F4ED342ACEFE62D 0x9B9FCD02 -void NETWORK_FADE_IN_ENTITY(Entity entity, BOOL state); +void NETWORK_FADE_IN_ENTITY(Entity entity, BOOL bNetwork); ``` -``` -state - 0 does 5 fades -state - 1 does 6 fades -native is missing third argument, also boolean, setting to 1 made vehicle fade in slower, probably "slow" as per NETWORK_FADE_OUT_ENTITY -``` +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. + +**Additional Parameters**: +* **flash**: If set to true the entity will flash while fading in. -``` -NativeDB Added Parameter 3: BOOL slow -``` ## Parameters -* **entity**: -* **state**: +* **entity**: The entity to fade in +* **bNetwork**: When set to true the fade in will be networked. + +## Examples + +```lua +local playerPed = PlayerPedId() + +-- fade out the player while flashing them +NetworkFadeOutEntity(playerPed, true, false) +while NetworkIsEntityFading(playerPed) do + Wait(0) +end + +--- Do something like a teleport, or warp into a vehicle +-- while generally frowned upon when you can use natives, this declaration has +-- a missing parameter, which doesn't work without manually invoking. +Citizen.InvokeNative(0x1F4ED342ACEFE62D, playerPed, false, true) +while NetworkIsEntityFading(playerPed) do + Wait(0) +end