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Update NetworkAddEntityToSynchronisedScene.md #829
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Here you go
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## Animation Dictionaries |
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You have to use triple hashes for this, otherwise there will be compile errors.
For example:
### Animation Dictionaries
* Most can be found here: (Gta V path)\update\x64\dlcpacks\(Desired folder like mpheist)\dlc.rpf\x64\anim\ingame\clip_anim@.rpf\ | ||
* Most usefull ones start with anim@scripted@... | ||
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## Animations |
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Use triple hashes for this too: ### Animations
* **Animation List**: https://alexguirre.github.io/animations-list/ | ||
* **Other Option**: You are much more likely to find the animation by opening [CodeWalker's](https://pl.gta5-mods.com/tools/codewalker-gtav-interactive-3d-map) Ped Viewer and putting the AnimDict into the search bar. | ||
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## Used With |
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Triple hashes for this as well. ### Used With
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thanks, will change that
@@ -5,16 +5,42 @@ ns: NETWORK | |||
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```c | |||
// 0xF2404D68CBC855FA 0x10DD636C | |||
void NETWORK_ADD_ENTITY_TO_SYNCHRONISED_SCENE(Entity entity, int netScene, char* animDict, char* animName, float speed, float speedMulitiplier, int flag); | |||
void NETWORK_ADD_ENTITY_TO_SYNCHRONISED_SCENE(Entity entity, int netScene, char* animDict, char* animName, float blendInSpeed, float blendOutSpeed, float flag); |
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I cannot find any evidence of the flag being a float
value, I will explain down below in the ## Parameters section
* **speed**: | ||
* **speedMulitiplier**: | ||
* **flag**: | ||
### Parameters |
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Things such as ## Parameters
and ## Example
don't need triple hashes, only custom headers do. Custom headers in this case are ### Animation Dictionaries
, ### Animations
, ### Used With
. Basically any headers that you add that aren't commonly used in native docs.
* **animName**: The name of the animation that the entity is gonna play. | ||
* **blendInSpeed**: a float (normal speed is 8.0f). | ||
* **blendOutSpeed**: a float (normal speed is -8.0f). | ||
* **flag**: A float 1000.0f (Also doesn't seem to affect anything). |
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From my research of this native method, flag
is still an int
.
If blendInSpeed
is lesser or equal to 0.0
, it's forced by the game to an ieee-754 value of 1000.0
(float).
If blendOutSpeed
is greater or equal to 0.0
, the game forces the value to -1000.0
(float).
So judging by this, blendInSpeed
should be greater than 0.0
and blendOutSpeed
lower.
You can find more about the ieee-754 specification here.
* **NetworkAddEntityToSynchronisedScene**: https://docs.fivem.net/natives/?_0xF2404D68CBC855FA. | ||
* **NetworkCreateSynchronisedScene**: https://docs.fivem.net/natives/?_0x7CD6BC4C2BBDD526. | ||
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### Example |
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This doesn't need triple hashes, only custom headers do, you can use double hashes here 🙂
Hi, just checking in, are there any updates regarding the changes I requested? |
Corrected the PR so it's in the correct format at least. I believe any links linking off-site will probably need to be removed since they they can go offline in the long run.
Correct 'Used With' native references.
Update: Made some corrections to your PR. Still marked as abandoned though. |
Centralize animation list and correct some examples so this can be merged.
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Even though it's abandoned, a description of the native can be added: Integrates a non-pedestrian entity along with its corresponding animation data into a previously established network-synchronized scene.
Also a lot have been made here, maybe a squash would be appreciate by Ammonium
Should this pr be closed? Since a commit that updated network synchronized scene natives was made a few days ago |
Hi, this has been superseded by the following commit, thank you for your contribution nonetheless! 😊 |
Here you go