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* resolve a few ENTITY native names * fix filename * Update ENTITY/GetEntityHeadingFromEulers.md Co-authored-by: UTIL_TRACELINE <[email protected]> --------- Co-authored-by: UTIL_TRACELINE <[email protected]>
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--- | ||
ns: ENTITY | ||
aliases: ["0x846BF6291198A71E", "_GET_ENTITY_PHYSICS_HEADING"] | ||
--- | ||
## GET_ENTITY_HEADING_FROM_EULERS | ||
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||
```c | ||
// 0x846BF6291198A71E 0x9320E642 | ||
float GET_ENTITY_HEADING_FROM_EULERS(Entity entity); | ||
``` | ||
Gets the heading of the entity physics in degrees, which tends to be more accurate than just [`GET_ENTITY_HEADING`](#_0xE83D4F9BA2A38914). This can be clearly seen while, for example, ragdolling a ped/player. | ||
## Parameters | ||
* **entity**: The entity to get the heading from. | ||
## Return value | ||
Returns a float representing the entity's heading from eulers. |
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--- | ||
ns: ENTITY | ||
aliases: ["0x694E00132F2823ED"] | ||
--- | ||
## SET_ENTITY_REQUIRES_MORE_EXPENSIVE_RIVER_CHECK | ||
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```c | ||
// 0x694E00132F2823ED 0x40C84A74 | ||
void SET_ENTITY_REQUIRES_MORE_EXPENSIVE_RIVER_CHECK(Entity entity, BOOL toggle); | ||
``` | ||
## Parameters | ||
* **entity**: | ||
* **toggle**: | ||
5 changes: 3 additions & 2 deletions
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ENTITY/N_0xdc6f8601faf2e893.md → ENTITY/SetWaitForCollisionsBeforeProbe.md
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