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Code:
function SnapShot_Event()
{ 
	if(render_view == camera)  return(1);
	return 0;
}
//
MATERIAL *SnapShot_mat =	{  event=SnapShot_Event;  flags=ENABLE_TREE;	}
//
//=======================================================================================
void preview_create(STRING* ent_name, BMAP* targ_bmap)
{
	if((!ent_name)||(!targ_bmap))		return;	//invalid capture parameter/s.
	
	ENTITY* targ_ent = NULL;
	var old_mode=preload_mode;
	preload_mode = 3+4+8;
	targ_ent = ent_create(ent_name, nullvector, NULL);
	preload_mode=old_mode;
	if(targ_ent==NULL)	return;	//invalid entity name
	vec_set(targ_ent.pan,vector(35+random(300),10,0));
	vec_set(targ_ent.x,vector(-0,-0,-0));
	//------------------------------------------------------------------------------------
	VIEW *view  = view_create(1000);
	view.genius = targ_ent;
	view.bmap = targ_bmap;
	view.size_x = targ_bmap.width;
	view.size_y = targ_bmap.height;
	c_updatehull(targ_ent, targ_ent.frame);
	
	VECTOR box;
	vec_set(view.x, targ_ent.x);
	view.x -= 110;	
	vec_diff(box,targ_ent.x,view.x);
	vec_to_angle(view.pan,box);
	targ_ent.material=SnapShot_mat;			
	//------------------------------------------------------------------------------------
	set(view, SHOW | NOENT);
	wait(1);
	ptr_remove(view);
	ent_purge(targ_ent);
	ent_remove(targ_ent);
	beep();
}




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