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Add set_ent_rendering native (bug 5773, r=Nextra)
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@ -1518,9 +1518,33 @@ static cell AMX_NATIVE_CALL get_grenade_id(AMX *amx, cell *params) /* 4 param *
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return 0;
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}
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static cell AMX_NATIVE_CALL set_ent_rendering(AMX *amx, cell *params) // set_user_rendering(index, fx = kRenderFxNone, r = 0, g = 0, b = 0, render = kRenderNormal, amount = 0); = 7 arguments
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{
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// params[1] = index
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// params[2] = fx
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// params[3] = r
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// params[4] = g
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// params[5] = b
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// params[6] = render
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// params[7] = amount
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CHECK_ENTITY_SIMPLE(params[1]);
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edict_t *pEntity = MF_GetPlayerEdict(params[1]);
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pEntity->v.renderfx = params[2];
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pEntity->v.rendercolor = Vector(float(params[3]), float(params[4]), float(params[5]));
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pEntity->v.rendermode = params[6];
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pEntity->v.renderamt = float(params[7]);
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return 1;
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}
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AMX_NATIVE_INFO ent_NewNatives[] =
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{
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{"DispatchKeyValue", DispatchKeyValue},
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{"set_ent_rendering", set_ent_rendering},
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{NULL, NULL}
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};
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@ -241,4 +241,19 @@ native is_visible(entity, target);
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//Added at twistedeuphoria's request, see funcwiki for details
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native trace_forward(const Float:start[3], const Float:angle[3], Float:give, ignoreEnt, &Float:hitX, &Float:hitY, &Float:shortestDistance, &Float:shortestDistLow, &Float:shortestDistHigh);
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/**
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* Sets rendering of an entity, including player entities.
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* This is basically the same as set_rendering() stock.
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*
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* @param index The entity index to apply the render.
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* @param fx The render effect. See kRenderFx* constants.
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* @param r The amount of red.
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* @param g The amount of green.
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* @param b The amount of blue.
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* @param render The render mode. See kRender* constants.
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* @param amount The render thickness generally. It can have others meaning depending effect/mode.
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* @noreturn
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*/
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native set_ent_rendering(index, fx = kRenderFxNone, r = 0, g = 0, b = 0, render = kRenderNormal, amount = 0);
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#include <engine_stocks>
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