ent_getskin(ENTITY*,var num): BMAP*

ent_setskin(ENTITY*,BMAP*,var num)

Returns or sets a skin of the given entity.

Parameters:

ENTITY* - Model, sprite, or terrain entity pointer.
BMAP* - New bitmap to replace the skin texture.
num - Number of the skin, starting with 1. If the skin does not exist, it is automatically created and the entity skin number is increased.

Returns

BMAP* pointer to the skin with the given number.

Speed:

Fast

Remarks:

Example (lite-C):

...
ent_clone(me);
ent_setskin(me,myNewBmap,1);
ent_setmesh(me,myNewMesh,0,0);

See also:

ent_morphskin, ent_cloneskin, bmap_for_entity, ent_mtlset, ent_status

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