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Add fade in animations for entity spawning
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@@ -187,7 +187,7 @@ end
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--- ```
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function playAnim(animDict, animName, duration, flag, ped, speed)
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loadAnimDict(animDict)
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debugPrint("^6Bridge^7: ^3playAnim^7() ^2Triggered^7: ", animDict, animName)
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debugPrint("^6Bridge^7: ^3playAnim^7() ^2Triggered^7: ", animDict, animName, flag)
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TaskPlayAnim(ped and ped or PlayerPedId(), animDict, animName, speed or 8.0, speed or -8.0, duration or 30000, flag or 50, 1, false, false, false)
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end
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@@ -238,4 +238,24 @@ function playGameSound(audioBank, soundSet, soundRef, coords, synced, range)
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PlaySoundFromEntity(soundId, soundRef, coords, soundSet, synced, 1.0)
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end
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ReleaseScriptAudioBank(audioBank)
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end
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-- Experimental, add fade in for spawned entities
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function fadeInEnt(ent, duration)
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duration = duration or 500 -- in ms
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local fadeSteps = 20
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local stepTime = duration / fadeSteps
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SetEntityAlpha(ent, 0, false)
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SetEntityVisible(ent, true, false)
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SetEntityLocallyInvisible(ent) -- sometimes helps prevent "pop-in" in early frames
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for i = 1, fadeSteps do
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Wait(stepTime)
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local newAlpha = math.floor((i / fadeSteps) * 255)
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SetEntityAlpha(ent, newAlpha, false)
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end
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-- Restore full visibility
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ResetEntityAlpha(ent)
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end
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