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4 changes: 3 additions & 1 deletion OBJECT/GetObjectTextureVariation.md
Original file line number Diff line number Diff line change
Expand Up @@ -9,8 +9,10 @@ aliases: ["0xE84EB93729C5F36A"]
int _GET_OBJECT_TEXTURE_VARIATION(Object object);
```

Retrieves the texture variation (tint) of the object.

## Parameters
* **object**:
* **object**: Target object of which the texture variation gets retrieved

## Return value
Integer index of the texture variation of the object. Returns `0` on objects without applied tint
29 changes: 5 additions & 24 deletions OBJECT/SetObjectTextureVariation.md
Original file line number Diff line number Diff line change
Expand Up @@ -9,29 +9,10 @@ aliases: ["0x971DA0055324D033","_SET_OBJECT_TEXTURE_VARIANT"]
void _SET_OBJECT_TEXTURE_VARIATION(Object object, int textureVariation);
```

```c
enum eObjectPaintVariants
{
Pacific = 0,
Azure = 1,
Nautical = 2,
Continental = 3,
Battleship = 4,
Intrepid = 5,
Uniform = 6,
Classico = 7,
Mediterranean = 8,
Command = 9,
Mariner = 10,
Ruby = 11,
Vintage = 12,
Pristine = 13,
Merchant = 14,
Voyager = 15
};
```
Sets the texture variation of a prop. Texture variations are defined in the tint palette texture of the object model.
Props can have up to 64 texture variations defined in their tint palette. Texture variations index starts at 0.
Base game props which utilize tinting usually have no more than 16 variations.

## Parameters
* **object**:
* **textureVariation**:

* **object**: The target object
* **textureVariation**: New index of the texture variation
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